Cursed GuardianCreature 4
Source Pathfinder Kingmaker
Perception +8 (low-light vision, scent (imprecise) 30 feet)
Languages Common, Sylvan, Can't Speak Any Languages
Skills Athletics +12, Survival +8
Str +6, Dex +3, Con +5, Int -3, Wis +0, Cha +3
AC 21; Fort +13; Reflex +11; Will +6;
HP 58 (Deadeye's Shame)
Speed 35 feet
Jaws +14 (+9, +4) to hit 2d6+8 Piercing
Claw +14 (+10, +6) to hit (agile) 2d4+8 Slashing
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Scent (Imprecise) 30 feetScent 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.
Deadeye's ShameThe cursed guardian has weakness 5 to all damage inflicted upon it by a worshipper of Erastil, and it takes a -2 circumstance penalty to all saving throws to resist effects caused by worshippers of Erastil. If it ever suffers a critical hit from or critically fails a save against an effect caused by a worshipper of Erastil, the cursed guardian is Stunned 1.
MaulerThe cursed guardian gains a +2 circumstance bonus to damage rolls against creatures it Grabs.
RushThe cursed guardian Strides and makes a Strike at the end of that movement. During the Stride, it gains a +10-foot circumstance bonus to its Speed.
GrabRequirements 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.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.