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EberarkCreature 10


NEHugeBeastFire
Source Pathfinder #159: All or Nothing
Perception +19 (low-light vision, scent (imprecise) 30 feet)
Languages Common, Ignan
Skills Acrobatics +18, Athletics +21, Intimidation +21, Stealth +18, Survival +19
Str +7, Dex +4, Con +5, Int +2, Wis +3, Cha +3

AC 30; Fort +22; Reflex +19; Will +16;
HP 275
Speed 40 feet
Immunities fire

Jaws One Action +23 (+18, +13) to hit (magical, reach 15) 2d10+11 Piercing
Claw One Action +23 (+19, +15) to hit (agile, fire, magical, reach 15) 1d4 Fire + 2d6+11 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 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.

Arrogant Taunts One Action (auditory, emotion, fear, mental)

The eberark utters crude insults and growls threateningly. Each creature within 30 feet must attempt a DC 27 will save.

The creature is then temporarily immune for 10 minutes.


Critical Success The creature is unaffected.

Success The creature is Frightened 1.

Failure The creature is Frightened 2 and Paralyzed for 1 round.

Critical Failure The creature is Frightened 4 and paralyzed for 1d4 rounds.

Incendiary Spit

A creature hit by the eberark's spit becomes coated in a slippery, flammable oil.

The creature must succeed at a DC 27 reflex save or become Clumsy 2 for as long as they are coated in incendiary spit.

Creatures affected by incendiary spit that take fire damage catch fire, taking 3d6 Persistent Fire Damage. Once this persistent fire damage ends, the spit has burned away.

Trail of Flame Two Actions (fire)

The eberark Strides twice, leaving a trail of magical fire behind it as it moves. Squares the eberark moves through catch fire, creating a 5-foot-tall wall of flame that burns for 1 round. The wall of flame conceals creatures and objects on the other side of it.

Any creature that enters or starts its turn in the wall of flame takes 6d6 fire damage (DC 27 basic reflex save).



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.

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.