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AurumvoraxCreature 9


NSmallAnimal
Source Pathfinder Bestiary 2
Perception +18 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +20, Stealth +18
Str +6, Dex +2, Con +4, Int -4, Wis +3, Cha +0

AC 28; Fort +19; Reflex +17; Will +16;
HP 170
Speed 35 feet (burrow 10 feet)

Jaws One Action +21 (+16, +11) to hit 2d10+12 Piercing
Claw One Action +21 (+17, +13) to hit (agile) 2d8+12 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.

Scent

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.

Ferocity Reaction

Trigger The monster is reduced to 0 HP.


Effect The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability

Tenacious Stance

An aurumvorax gains a +4 circumstance bonus to its Fortitude or Reflex DC against Shove and Trip attempts, and to its Athletics DC against attempts to Escape its Grab.

Bleeding Critical

When an aurumvorax scores a critical hit, the target takes 1d6 Persistent Bleed Damage.

Gnaw Metal One Action

The aurumvorax makes a jaws Strike against a creature it has grabbed. If the attack hits, the target is knocked Prone if it is Medium or smaller. In addition, if the target is wearing armor with Hardness 10 or lower, the armor becomes Broken. If this Strike breaks a creature's armor or damages a creature that is unarmored or wearing broken armor, the target also takes 1d6 Persistent Bleed Damage. This Strike doesn't further damage armor that's already broken.

Rapid Rake Two Actions

The aurumvorax makes four claw Strikes against a creature it has grabbed. Each attack counts toward the aurumvorax's multiple attack penalty, and the multiple attack penalty increases with each attack.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Aurumvoraxes are highly aggressive and territorial predators that sprint on eight legs, using their terrific strength and iron-hard claws to dig through solid stone. A typical aurumvorax is only 3 feet long but weighs more than 200 pounds, for its thick, sturdy bones are densely packed with muscle, making the creature very strong but a notoriously poor swimmer. Its fur is golden, sometimes with a silvery or russet tone depending on the metals it has ingested, and its claws are always the shiny black of seasoned iron.

Aurumvorax adults claim hunting territories spanning a mile or more, driving out other predators and leading solitary lives except when they mate. They are irascible creatures, impossible to train as adults, but daring trainers can rear aurumvorax pups as deadly guard beasts, which they sell for hundreds of gold pieces to discriminating buyers. Aurumvorax pups are usually single births, and their mothers are fiercely protective, making their acquisition a dangerous proposition. Even when trained, the creatures are prone to dangerous bursts of rage.


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.