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ArardaCreature 18


RareLELargeEarthElementalGenie
Source Pathfinder #155: Lord of the Black Sands
Perception +31 (darkvision, detect magic, tremorsense (imprecise) 60 feet)
Languages Terran, Undercommon
Skills Athletics +35, Lore +27, Deception +30, Intimidation +30, Nature +33, Survival +33
Str +9, Dex +6, Con +7, Int +3, Wis +7, Cha +6

AC 43; Fort +33; Reflex +30; Will +31;
HP 280
Speed 30 feet (burrow 45 feet, fly 20 feet)
Immunities disease
Weaknesses Sonic 20
Resistances Electricity 20

Maul One Action +35 (+30, +25) to hit (magical, reach 10, shove) 3d12+17 Bludgeoning
Sand Fist One Action +35 (+31, +27) to hit (agile, earth, electricity, magical, nonlethal, reach 10) 2d8 Electricity + 2d8+17 Bludgeoning
Sand Spear One Action +32 (+27, +22) to hit (earth, electricity, magical, range increment 30) 4d8 Piercing + 2d8 Electricity

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.

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Blightburn Radiation (abjuration, arcane, aura, disease)

60 feet Aura


Blightburn crystals infused into an ararda's body attempt to counteract any teleportation spell moving into or out of the aura's emanation (counteract check +31; 7th level).

In addition, any creature that starts its turn within the emanation is exposed to Blightburn Sickness. The aura is blocked by lead sheeting, 1 foot of stone, or large force effects (such as a Wall of Force, but not a Shield spell).

An ararda can suppress their aura with an action ( One Action) that has the concentrate trait.

Charged Earth (electricity)

Any creature that hits an ararda with an unarmed attack or touches the ararda takes 2d8 electricity damage. Weapons that hit an ararda also take 2d8 electricity damage.

Blightburn Sickness (disease)

Creatures native to the Black Desert are immune, as are creatures who are affected by blightburn sickness but recover from it. The target can't recover from the disease's drained or sickened condition except by magic.


Saving Throw DC 32 fortitude

Onset 1d4 days

Stage 1 Drained 1 (1 day)

Stage 2 Drained 1 and Sickened 1 (1 day)

Stage 3 Drained 2 and Sickened 2 (1 week)

Stage 4 Drained 3 and Sickened 3 (1 month)

Stage 5 increase Drained condition by 1 (1 year)

Change Shape One Action (arcane, concentrate, polymorph, transmutation)

The ararda can take on the form of a scorpion. The scorpion form always looks the same, but the ararda can choose to become either Tiny or Small in this form. This transformation doesn't change their Speed or the attack and damage bonuses of their Strikes, but might change the damage type their Strikes deal (typically to piercing).


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Earth Glide

The aranda can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.


Arcane Innate Spells (DC 37, +29 to hit)

1st Level: Detect Magic (Constant)
2nd Level: Glitterdust
4th Level: Gaseous Form (Self Only), Shape Stone (At Will), Veil (Self Only)
5th Level: Wall of Stone
6th Level: Chain Lightning, Flesh to Stone


Before the Black Desert became a barren sandscape, cultures with grand magical traditions lived under its soaring roof. These communities eventually left the vault or died out, but the genies they summoned remained and became warped by the region's pervasive blightburn radiation. Now, these "blightburn genies" have bodies with features mirroring those of beasts that dwell in dark places, and their elemental lineages have been irreparably corrupted.


Shaitans corrupted by the Black Desert's blightburn become scorpion-like arardas. While other earth genies sparkle with the iridescence of gemstones and evoke the power of the earth itself, arardas use their connection to the ground to harness the might of electricity. Arardas are so infused with this radioactive crystal that their mere presence is toxic to most living creatures.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.

Genie

The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.