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Charau-ka Dragon PriestCreature 6


UncommonCESmallCharauKaDragonFireHumanoid
Source Pathfinder #146: Cult of Cinders
Perception +15 (darkvision, scent (imprecise) 30 feet)
Languages Abyssal, Draconic, Mwangi
Skills Acrobatics +12, Athletics +13, Intimidation +15, Religion +15, Survival +13
Str +4, Dex +3, Con +2, Int +0, Wis +5, Cha +3

AC 23; Fort +14; Reflex +12; Will +15;
HP 90
Speed 25 feet (climb 25 feet)
Immunities fire, paralyzed, sleep

Longsword One Action +17 (+12, +7) to hit (magical, versatile p) 2d8+6 Slashing
Bite One Action +16 (+11, +6) to hit 1d6 Fire + 1d10+6 Piercing
Claw One Action +16 (+12, +8) to hit (agile) 1d10+6 Slashing
Tail One Action +16 (+11, +6) to hit (reach 10) 1d8+6 Slashing
Thrown Rock One Action +15 (+10, +5) to hit (deadly d6, thrown 20) 2d6+6 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.

Twisting Tail Reaction

Trigger A creature within reach of the priest's tail uses a move action or leaves a square during a move action it's using.


Effect The priest makes a tail Strike at the creature with a -2 penalty. If it hits, it disrupts the creature's action.

Breath Weapon Two Actions (divine, evocation, fire)

The priest breathes fire that deals 7d6 fire damage in a 30-foot cone (DC 23 basic reflex save).

It can't use Breath Weapon again for 1d4 rounds.

Shrieking Frenzy Free Action (primal, transmutation)

Trigger The charau-ka's turn begins.

Frequency once per hour


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

Thrown Weapon Mastery

Any weapon a charau-ka dragon priest throws gains the deadly d6 weapon trait. Furthermore, when a dragon priest 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.

Volcanic Eruption Three Actions (divine, evocation, fire)

Requirement The priest is standing on the ground.


Effect The priest slams his fists into the ground, causing fire to erupt from the earth. Each non-worshipper of Dahak standing on the ground in a 15-foot emanation must succeed at a DC 25 reflex save or fall Prone and take 1d6 bludgeoning damage and 2d6 fire damage.


Divine Prepared Spells (DC 25, +17 to hit)

Cantrips (3rd Level): Daze, Divine Lance, Produce Flame, Shield
1st Level: Burning Hands, Heal, Ray of Enfeeblement
2nd Level: Flaming Sphere
3rd Level: Fireball, Vampiric Touch



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.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.

Humanoid

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