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Charau-ka Acolyte of Angazhan (Age of Ashes)Creature 3


CESmallCharauKaHumanoid
Source Pathfinder #146: Cult of Cinders
Perception +9 (darkvision, scent (imprecise) 30 feet)
Languages Abyssal, Draconic, Mwangi
Skills Athletics +7, Intimidation +7, Nature +9, Religion +11, Stealth +7
Str +2, Dex +2, Con +1, Int +0, Wis +4, Cha +2

AC 19; Fort +8; Reflex +7; Will +11;
HP 45
Speed 25 feet (climb 25 feet)

Fist One Action +11 (+7, +3) to hit (agile, nonlethal) 1d4+5 Bludgeoning
Spear One Action +11 (+6, +1) to hit 1d6+5 Piercing
Spear One Action +11 (+6, +1) to hit (deadly d6, thrown 20) 1d6+5 Piercing
Thrown Debris One Action +11 (+6, +1) to hit (deadly d6, thrown 20) 1d6+5 Bludgeoning

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 (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. While in the frenzy, the charau-ka can't speak and automatically critically fails Stealth checks, due to its loud wailing.

Thrown Weapon Mastery

Any weapon a charau-ka throws gains the deadly d6 weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the -2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the nonlethal trait to make a lethal attack.


Divine Prepared Spells (DC 0, +0 to hit)

Cantrips (2nd Level): Daze, Detect Magic, Divine Lance, Guidance, Message
1st Level: Fear, Heal, Ray of Enfeeblement
2nd Level: Entangle, Sound Burst


Legend holds that charau-kas share ancestry with the demon lord Angazhan, who transformed the bodies of humans who tried to wage war against his cult, causing the dead to rise as the first of the simian humanoids known as a charau-ka. Rumors persist that charau-ka priests have perfected a hideous ritual to force those slain to reincarnate as new charau-kas in honor of this ancient tale. Other stories hold that powerful totems devoted to Angazhan contain this power, and that conducting ritual sacrifices before these magical artifacts causes the spirits of the dead to return to life as violent devotees of Angazhan, the master of those who revel in savagery and destruction.

Even with the Gorilla King's fall, some charau-kas still worship Angazhan.


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.

Humanoid

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