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Fire YaiCreature 14


LELargeFiendFireGiantHumanoidOni
Source Pathfinder Bestiary 2
Perception +26 (greater darkvision)
Languages Common, Jotun
Skills Acrobatics +23, Arcana +23, Athletics +27, Crafting +25, Deception +27, Intimidation +27, Nature +25
Str +8, Dex +6, Con +6, Int +4, Wis +6, Cha +8

AC 36; Fort +28; Reflex +26; Will +24; +1 status to all saves vs. magic
HP 250 (regeneration 15 (deactivated by acid or cold)
Speed 40 feet (fly 40 feet)
Immunities fire
Weaknesses Cold 15

Katana One Action +30 (+25, +20) to hit (deadly d8, magical, reach 10, two hand d10, versatile p) 2d6+16 Slashing + 2d6 Fire
Fist One Action +28 (+24, +20) to hit (agile, evil, magical, reach 10) 2d6+16 Bludgeoning + 2d6 Fire
Fire Missile One Action +26 (+21, +16) to hit (evil, fire, magical, range increment 60) 2d10+16 Fire

Greater Darkvision

A creature with greater 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 creature with greater darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicRegeneration 15 (deactivated by acid or cold)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

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.

Change Shape One Action (concentrate, polymorph, primal, transmutation)

The fire yai takes on the appearance of a Fire Giant. This doesn't change their Speed or Strike attack and damage.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Impaling Push Two Actions

The fire yai attempts a katana Strike. If it hits, the fire yai attempts an Athletics check against the target creature's Fortitude DC.


Critical Success The fire yai Strides or Flies up to half its Speed in any direction. The struck creature takes 4d6 Persistent Bleed Damage and is pushed along with the yai an equal distance. The creature is Grabbed until the yai's next turn or until the yai makes a katana Strike.

Success As critical success, but the creature takes 2d6 Persistent Bleed Damage.

Failure The struck creature is pushed back 5 feet.

Critical Failure The struck creature is unaffected.

Smoke Form Two Actions (concentrate, primal, transmutation)

The fire yai transforms into a cloud of smoke and then Flies up to its fly speed. This movement does not trigger reactions, and the fire yai can move through spaces occupied by other creatures. The fire yai returns to its physical form after this move, and must end the movement in a space in which it can fit.

All creatures in spaces through which the fire yai moves with Smoke Form must succeed at a DC 34 fortitude save or become Sickened 3.

The fire yai cannot use Smoke Form for 1d4 rounds.


Primal Innate Spells (DC 34, +24 to hit)

2nd Level: Invisibility (At will) (Self only)
4th Level: Charm, Darkness, Gaseous Form
7th Level: Fiery Body, Fireball, Flame Strike, Wall of Fire


Fire yai take the form of fire giants. Like fire giants, fire yai are shrewd and militaristic and have an incredible appetite for the thrill of war. While they engage in battle to conquer and control others, fire yai also love the thrill of war, fighting for the sheer joy of it. Presenting a fire yai with a true challenge in combat can potentially earn their mercy and an offer to join and serve at their side. Fire yai's third eyes shoot forth burning missiles of fire.


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.

Humanoid

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