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Granite VultureCreature 2

Source Pathfinder #181: Zombie Feast
Perception +10 (darkvision, scent (imprecise) 30 feet)
Languages Common, Infernal, Telepathy 60 Feet
Skills Acrobatics +8, Athletics +6, Religion +8
Str +2, Dex +4, Con +0, Int +1, Wis +4, Cha +0

AC 18; Fort +6; Reflex +8; Will +10; +1 status to all saves vs. good
HP 28
Speed 20 feet (fly 25 feet)
Immunities disease, paralyzed, petrified, poison

Jaws One Action +10 (+6, +2) to hit (agile, finesse) 1d6+4 Piercing


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.

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.

Anchored Soul

A granite vulture is mystically bonded to a vulture-shaped stone vessel. It must remain within 60 feet of it.

+1 Status to All Saves vs. GoodBonded Vessel

The condition of a granite vulture's primary vessel dictates the vulture's maximum Hit Point value. Undamaged, the vulture-shaped vessel is an object with 28 Hit Points (BT 14). While the vulture is in spirit form, damaging them doesn't hurt the vessel, but damaging the vessel deals an equal amount of damage to the vulture. While the vulture Inhabits their vessel, they're a single target, and damage reduces the Hit Points of both the vulture and the vessel. If the vessel is broken, the vulture can still fight normally while inhabiting the vessel and suffers no ill effect; if the vessel is destroyed, the vulture is instantly incorporated into its secondary vessel.

Reconstitution (divine, necromancy)

When the vulture reaches 0 Hit Points, their spirit dissipates. If their vessel remains intact, the vulture re-forms within it after 2d4 days, fully healed. If the vessel is broken, their receptacle reconstitutes the vessel in 2d4 days, and the vulture re-forms within it in another 2d4 days. In the meantime, the vulture's consciousness inhabits their spirit receptacle. If both their vessel and receptacle are destroyed, the vulture is instantly slain and can't reconstitute.

Spirit Receptacle

If the granite vulture's bonded vessel is destroyed, their spirit inhabits an inanimate skull-shaped receptacle. In this state, they're petrified and can take no actions other than to speak telepathically until they are Reconstituted. The spirit receptacle has 56 Hit Points (BT 14, Hardness 7).

Inhabit Vessel Two Actions (manipulate)

The vulture touches and melds with their bonded vessel, bringing the statue to life. They can cease Inhabiting their Vessel by spending a single action, which has the concentrate trait. While Inhabiting the Vessel, they gain Immunities healing, nonlethal; Resistances physical 3 (except bludgeoning); and the following Strike.

Spirit Body

When not Inhabiting their vessel or receptacle, the vulture is incorporeal, is Slowed 1, and gains resistance 3 to all damage (except force damage and damage from Strikes with the ghost touch property rune; double resistance against non-magical).



This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.