🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

D'ziriakCreature 3


NMediumAberrationShadow
Source Pathfinder Bestiary 2
Perception +10 (darkvision)
Languages D'ziriak, Shadowtongue, Telepathy 100 Feet
Skills Arcana +8, Athletics +6, Occultism +10, Stealth +10, Survival +8
Str +1, Dex +3, Con +1, Int +1, Wis +3, Cha +4

AC 19; Fort +6; Reflex +12; Will +10;
HP 45
Speed 25 feet

Claw One Action +12 (+8, +4) to hit (agile, finesse) 1d10+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.

Telepathy (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Glow (aura, light)

20 feet.

The colorful runes that decorate a d'ziriak's body create dim light. The natural bioluminescence is specially adapted to the Shadow Plane, able to overcome magical darkness as if it were magical light of the d'ziriak's level.

Dazzling Burst Two Actions (light, visual)

The d'ziriak causes its body to flare with intense colorful light. Non-d'ziriaks in a 20-foot emanation must attempt a DC 20 fortitude save. After using this ability, the d'ziriak loses its glow for 24 hours; during this time it can't use again.

A creature that attempts this save is immune to all Dazzling Bursts for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Dazzled for 1 round.

Failure The creature is dazzled for 1 minute.

Critical Failure The creature is Blinded for 1 round and dazzled for 1 minute.

Double Claw One Action

Frequency once per round


Effect The d'ziriak makes two claw Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. This counts as two attacks for the d'ziriak's multiple attack penalty, and the penalty doesn't increase until after both attacks.


Occult Innate Spells (DC 19, +9 to hit)

7th Level: Plane Shift (Self only) (To Shadow Plane only)


These strange creatures are native to the Plane of Shadows, where their colorful nature is in opposition to that realm's overwhelmingly monochromatic palette. Averaging 7 feet in height, d'ziriaks have four arms, two legs, and a termitelike abdomen. The larger pair of arms, used for most tasks, have five‑fingered hands with sharp, insectile claws. The smaller pair of arms are reserved for fine manipulations and are not effective in combat.

D'ziriaks' otherwise dull brown carapaces are decorated with numerous runes glowing in bright colors. These tattoo-like runes indicate an individual's role in d'ziriak society, and set them apart from their home plane's other native inhabitants. The runes glow with natural bioluminescence, and d'ziriaks can make them flare brightly for an instant, at the expense of overstressing the biochemical glands that create and maintain the runes for an extended time. The color and shape of the runes are partially natural, but can be shaped and customized carefully over time to fit the individual's station. The D'ziriak language is a mix of buzzes and chitters, and is spoken by few other creatures. D'ziriaks prefer to communicate with other species using telepathy rather than endure the sound of their language being "butchered by fleshy throats." D'ziriaks organize into hive cities led by a king and queen. These hive cities consist of impressive spires, yet these towers are only the foremost part of the settlement, with many more chambers reaching deep below for residences, workshops, and fungus farms. D'ziriak settlements are lit inside and out with alchemical and magical light sources, often in the shapes of runes. These dimly glowing towers provide travelers with landmarks, and perhaps promise safe havens, on the otherwise gloomy Shadow Plane.


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.

Shadow

This magic involves shadows or the energy of the Shadow Plane.