Grave KarinaCreature 11
Source Pathfinder #172: Secrets of the Temple-City
Perception +21 (darkvision, smoke vision)
Languages Common, Necril, (can't Speak Any Language)
Skills Acrobatics +22, Athletics +21, Deception +22, Stealth +24
Str +4, Dex +7, Con +4, Int -1, Wis +2, Cha +7
AC 30; Fort +21; Reflex +24; Will +19;
HP 240
Speed 10 feet (fly 50 feet)
Weaknesses Good 10
Beak +24 (+19, +14) to hit (magical, reach 10) 2d10+16 Piercing
Claw +22 (+18, +14) to hit (agile, magical) 2d8+13 Slashing
Talon +24 (+19, +14) to hit (magical) 2d6+13 Piercing
Smoke Vision
Smoke doesn't impair a grave karina's vision; they ignore the Concealed condition from smoke, including the ash they create with their Breath Weapon.
Sound ImitationA grave karina who succeeds at a Deception check to Lie can mimic any voice they have heard. They have a +4 circumstance bonus to this check.
Breath Weapon (divine, evocation, fire)The grave karina breathes a cloud of burning ash in 30-foot cone that deals 9d8 fire damage (DC 30 basic reflex save). The area becomes filled with ash for 1 round. All creatures within the cloud of ash become Concealed, and all creatures outside the cloud become concealed to creatures within it. The grave karina can't use Breath Weapon again for 1d4 rounds.
Grave Blight (disease)Saving Throw DC 27 fortitude
Stage 1 carrier with no ill effect (1 day)
Stage 2 2d6 poison damage, and Sickened 1 (1 day)
Stage 3 2d8 poison damage, every hour the victim must succeed at another Fortitude save or be Confused for 1 minute, and Sickened 2 (1 day)
Mocking Cry (auditory)The grave karina mimics a voice and mocks a creature within 30 feet. They attempt a Deception check to Demoralize the creature. Regardless of whether the check succeeds, the target is temporarily immune to the grave karina's mocking cry for 1 hour.
Shadow Command (concentrate, manipulate)Frequency once per day Requirements The grave karina is adjacent to a creature that's casting a shadow
Effect The grave karina drives a talon into a creature's shadow and attempts to manipulate it like a puppet with the effects of Dominate(DC 27 will save), except the duration is only 1 minute.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Traits
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.