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AvarekCreature 8


UncommonNESmallAmphibiousFey
Source Pathfinder #159: All or Nothing
Perception +16 (darkvision)
Languages Aquan, Common, Undercommon, Speak With Animals
Skills Acrobatics +17, Athletics +14, Deception +17, Nature +16, Lore +15, Stealth +19, Survival +16, Thievery +19
Str +2, Dex +5, Con +4, Int +3, Wis +4, Cha +3

AC 26; Fort +16; Reflex +19; Will +16;
HP 150
Speed 20 feet (climb 20 feet, swim 50 feet)

Dagger One Action +20 (+16, +12) to hit (agile, finesse, magical, versatile s) 2d4+4 Piercing
Spine One Action +16 (+11, +6) to hit 2d6+4 Piercing
Dagger One Action +20 (+16, +12) to hit (agile, finesse, magical, thrown 10, versatile s) 2d4+4 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 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.

Prickly Defense One Action

The avarek withdraws beneath its spines, presenting a defensive, spiky exterior. It gains a +2 circumstance bonus to spine Strikes and AC. Any adjacent creature that attempts a melee attack against the avarek takes 1d6 piercing damage per attack, regardless of whether the attack hits.

Prickly Defense lasts until the avarek uses a move action or makes a Strike with any weapon other than its spines.

Rolling Assault Two Actions

The avarek curls into a ball and rolls rapidly, impaling enemies with its spines. The avarek Strides twice and makes up to two spine Strikes at any point during its movement, each against a different target within reach.

These attacks count toward the avarek's multiple attack penalty, but the penalty doesn't increase until after the avarek makes all the attacks.

Sneak Attack

The avarek's Strikes deal an additional 2d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.


Innate Primal Spells (DC 30, +22 to hit)

Cantrips (4th Level): Prestidigitation
1st Level: Grease (At Will), Gust of Wind (At Will)
2nd Level: Hydraulic Push (At Will), Invisibility (Self Only), Shatter, Ventriloquism (At Will)
4th Level: Confusion, Hydraulic Torrent, Speak with Animals (Constant), Suggestion



Traits

Uncommon

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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Fey

Creatures of the First World are called the fey.