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Arskuva the GnasherCreature 12


NEMediumMinionUndead
Source Pathfinder #154: Siege of the Dinosaurs
Perception +22 (darkvision)
Languages Draconic, Undercommon
Skills Athletics +25, Intimidation +20
Str +7, Dex +0, Con +5, Int -2, Wis +4, Cha +2

AC 31; Fort +25; Reflex +18; Will +22;
HP 270
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Positive 15

War Flail One Action +25 (+20, +15) to hit (disarm, magical, sweep, trip) 3d10+11 Bludgeoning + 1d6 Fire
Jaws One Action +23 (+18, +13) to hit 3d8+11 Piercing
Claw One Action +23 (+19, +15) to hit (agile) 3d4+11 Slashing

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.

Minion

Arskuva can't use reactions. If Helg issues a mental command as an action with the concentrate trait, Arskuva can use 2 actions on her turn. Otherwise, she can use only 1 action to Stride or Strike.



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.

Minion

Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures.