AhvothianCreature 7
Source Pathfinder Adventure: The Slithering
Perception +18 (darkvision)
Languages Abyssal, Common, Speak With Animals
Skills Athletics +19, Crafting +11, Intimidation +15, Religion +11, Survival +17
Str +6, Dex +2, Con +4, Int +0, Wis +4, Cha +2
AC 25; Fort +18; Reflex +12; Will +15;
HP 160
Speed 30 feet (Freedom Of Movement 25 feet)
Weaknesses Cold 5, Good 5
Resistances Fire 10
Jaws +18 (+13, +8) to hit 2d10+8 Piercing
Longspear +18 (+13, +8) to hit (reach 10) 1d8+8 Piercing
Javelin +14 (+9, +4) to hit (thrown 30) 1d6+8 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Reptile MasterWhen an ahvothian uses an innate spell against a reptile, the DC is 27 rather than 23.
Wicked TrophiesAn ahvothian chooses a creature type (such as animal, celestial, or humanoid) from which they currently carry a trophy from a past kill.
Their weapon Strikes against creatures of that type deal an additional 1d10 damage and they gain a +2 status bonus on Intimidation checks against creatures of that type.
The ahvothian doesn't lose these bonuses if they lose the trophies. Once per day, an ahvothian can change the creature type of their wicked trophies in a ritual that takes 1 hour.
Nearly all ahvothians encountered on the Material Plane have selected humanoids as the focus of their wicked trophies.
Divine Innate Spells (DC 23, +13 to hit)
1st Level: Charm (At Will)
2nd Level: Death Knell (At Will)
3rd Level: Earthbind (At Will), Fear (At Will)
4th Level: Creation, Freedom of Movement (Constant), Speak with Animals (Constant)
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.