🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

AdletCreature 10


CNMediumColdHumanoid
Source Pathfinder Bestiary 3
Perception +18 (low-light vision, scent (imprecise) 30 feet)
Languages Adlet, Common
Skills Acrobatics +20, Athletics +21, Stealth +20, Survival +18
Str +5, Dex +6, Con +4, Int +0, Wis +4, Cha +0

AC 30; Fort +20; Reflex +22; Will +16;
HP 180
Speed 40 feet
Immunities cold
Weaknesses Fire 10

Spear One Action +20 (+15, +10) to hit (magical) 2d6+9 Piercing + 1d6 Cold
Jaws One Action +19 (+14, +9) to hit 2d8+9 Slashing + 1d6 Cold
Spear One Action +21 (+16, +11) to hit (magical, thrown 20) 2d6+9 Piercing + 1d6 Cold

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Avenging Bite Reaction

Trigger A creature within reach of an adlet's jaws Strike attacks one of the adlet's allies.


Effect The adlet makes a jaws Strike against the triggering creature.

Wolfstorm (aura, cold, evocation, primal)

60 feet Aura


A clammy, frigid mist billows forth ahead of the adlet. Creatures within the mist become Concealed, and creatures outside the mist become concealed to creatures within it. An adlet can see through the aura without penalty.

Frozen Weapons (evocation)

Weapons wielded by an adlet gain the effect of the Frost property rune.

Pack Attack

An adlet's Strikes deal an additional 2d6 damage to creatures that are within the reach of at least two of the adlet's allies.

Wolfrime One Action (cold, concentrate, evocation, primal)

An adlet's mist turns biting cold and coalesces into a thick rime of frost that deals 6d6 cold damage to creatures inside the adlet's wolfstorm aura (DC 26 basic fortitude), and the aura is deactivated until the start of the adlet's next turn.


Adlets dwell in the farthest, harshest reaches of the Crown of the World. At first glance, these isolated people look much like their Erutaki human cousins; they typically have terra-cotta skin, straight black hair, and compact, powerful builds. However, adlets tend to be taller and more sinewy than their human kin. Up close, adlets' strangeness reveals itself-each sports a maw full of wolflike teeth. Their legs and tail resemble that of a dog.

Adlets' legends say that long ago, a mighty hunter lost his way far from home and came upon a house of whalebone and ice. A woman dressed in white fox furs greeted him, fed him, and tended to his frostbite. In time, they married and had 10 children, five of whom bore the legs and tails of foxes. These children stayed with their mother, while the other five-born with the legs and tails of wolves-traveled with their father back to the human lands and became the first adlets.

Adlets aren't inherently evil, but their culture is warlike, xenophobic, and noticeably lacking in humility. They see themselves as the natural rulers of the arctic wastes and view everyone else as squatters at best and invaders at worst. A typical adlet is stronger and faster than any mundane human, with the ability to walk naked in a blizzard and call up ice-cold mists. Given that, it's little wonder that adlets have developed something of a superiority complex. Still, while adlet raids are a common problem for travelers in the Crown of the World, a handful of wily and intrepid merchants have forged peaceful relations with certain adlet communities along more common routes.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.