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Charau-kaCreature 1

Source Pathfinder #145: Hellknight Hill
Perception +6 (darkvision, scent (imprecise) 30 feet)
Languages Draconic, Mwangi
Skills Athletics +6, Religion +4, Stealth +6
Str +3, Dex +3, Con +2, Int -1, Wis +1, Cha +0

AC 18; Fort +7; Reflex +8; Will +4;
HP 18
Speed 25 feet (climb 25 feet)

Sickle One Action +8 (+4, +0) to hit (agile, finesse, trip) 1d4+3 Slashing
Whip One Action +8 (+3, -2) to hit (disarm, finesse, nonlethal, reach, trip) 1d4+3 Slashing
Thrown Debris One Action +8 (+3, -2) to hit (deadly d6, thrown 20) 1d6+3 Bludgeoning


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 (Imprecise) 30 feet

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.

Shrieking Frenzy Free Action (primal, transmutation)

Trigger The charau-ka's turn begins.

Frequency once per hour

Effect The charau-ka is Quickened until the end of its turn, and can use the extra action to Stride or Strike. Due to its loud wailing while in a shrieking frenzy, the charau-ka can't speak and automatically critically fails all Stealth checks.

Thrown Weapon Mastery

When a charau-ka throws a weapon, the weapon gains the deadly d6 weapon trait. When it throws an improvised weapon, it doesn't take the -2 penalty for using an improvised weapon, nor does it take the penalty for using that weapon to make a lethal attack instead of a nonlethal attack.



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.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.