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EunemvroCreature 5


UncommonLNMediumHumanoidPositive
Source Pathfinder Bestiary 3
Perception +11 (darkvision)
Languages Common
Skills Acrobatics +14, Athletics +13, Intimidation +10, Lore +12, Stealth +12, Lore +14
Str +4, Dex +5, Con +4, Int +3, Wis +2, Cha +3

AC 22; Fort +13; Reflex +14; Will +11;
HP 78
Speed 35 feet
Immunities death effects
Resistances Negative 5

Fist One Action +14 (+10, +6) to hit (agile, magical) 2d6+6 Positive
Foot One Action +14 (+9, +4) to hit (magical) 2d8+6 Positive

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.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Retributive Suplex Reaction

Trigger A Medium or smaller creature attempts a melee Strike against the eunemvro and the attack roll is a critical failure


Effect The eunemvro seizes the triggering creature, using the attacker's momentum to send them flailing overhead. The triggering creature must succeed at a DC 23 reflex save or be forcibly moved to a space on the opposite side of the eunemvro, landing Prone.

Blessed Strikes

The eunemvro's Strikes deal damage that's either bludgeoning or positive - whichever deals more damage to the target creature.

Tide of Creation Two Actions (evocation, light, occult, positive)

Requirements The eunemvro isn't Fatigued


Effect The eunemvro channels from their soul a blast of searing positive energy, bathing their enemies in a wave of blinding light and cosmic power.

The eunemvro creates either a 10-foot cone or a 30-foot line, dealing 6d8 positive damage (DC 22 basic fortitude save). A creature that critically fails its save is Blinded for 1d4 rounds.

After using this ability, the eunemvro becomes fatigued.

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.


Effect The monster knocks the target Prone.


Occult Innate Spells (DC 20, +12 to hit)

Cantrips (3rd Level): Chill Touch (Undead Only), Disrupt Undead
2nd Level: Gentle Repose


Eunemvros wander the Material Plane with the sole purpose of destroying undead. These mysterious beings claim to hail from the Positive Energy Plane, although they have no direct evidence of their supposedly otherworldly origins other than their unusual appearance: tall, lean humanoids with an okapi's head. If they truly hail from the Positive Energy Plane, they don't seem to have any method to return there and have made their home on the Material Plane-a home, unfortunately, infested by the unnatural living dead.

Beings composed or animated by negative energy-including lowly skeletons and zombies as well as wights and ghouls-rightly fear confrontation with a eunemvro, for few other creatures possess innate abilities so perfectly suited for the eradication of such monsters with but a touch. In addition to magical abilities, eunemvros are adept martial artists whose mighty fists and feet channel the force of positive energy with every blow.

Most of these solitary hunters believe mortals incapable of comprehending their cosmic mandate, though they themselves only understand this drive as a directive instilled in them by the strange powers that sent them to the Material Plane. If pressed, some eunemvro might grudgingly accept aid from those who have proven capable of slaying the undead.


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.

Humanoid

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

Positive

Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.