Halbrux Far-sightCreature 11
Source Pathfinder #171: Hurricane's Howl
Perception +21 (low-light vision)
Languages Common, Cyclops, Jotun
Skills Athletics +22, Crafting +22, Lore +22, Lore +24, Intimidation +22, Occultism +22, Religion +21, Survival +19
Str +7, Dex +0, Con +2, Int +7, Wis +2, Cha +5
AC 30; Fort +23; Reflex +17; Will +21;
HP 195
Speed 30 feet
Greatclub +24 (+19, +14) to hit (backswing, magical, shove) 2d10+9 Bludgeoning
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.
Flash of History (divination, fortune, occult)Frequency three times per day
Trigger Halbrux is about to attempt a skill check
Effect Halbrux peers into lore of the past and increases the level of success by one step (for example, a success becomes a critical success).
ResolveWhen Halbrux rolls a success on a Will save, she gets a critical success instead.
Curse of Torrential KnowledgeWhen halbrux uses her revelation spells, her mind fills with a flood of disorienting information.
The first time Halbrux casts one of her revelation spells in a day, she takes a -4 penalty to initiative rolls until the next time she makes her daily preparations.
The second time Halbrux casts one of her revelation spells in a day, she is also Flat-Footed until the next time she makes her daily preparations.
Predictive Blows (concentrate, divination, occult, visual)Trigger Halbrux's turn begins
Effect Halbrux identifies the immediate movements of a creature she can see and attempts a Fortune-Telling Lore check against that creature's Reflex DC.
On a success, Halbrux's melee Strikes deal an additional 4d6 precision damage (6d6 precision damage on a critical success) to the creature until the end of Halbrux's turn.
Quickened CastingFrequency once per day
Effect If Halbrux's next action is to cast a cantrip or a 4th-level or lower spell, reduce the number of actions to cast it by 1 (minimum of 1 action).
Steady SpellcastingIf a reaction would disrupt Halbrux's spellcasting action, she attempts a DC 15 flat check. On a success, the action isn't disrupted.
Spontaneous Divine Spells (DC 30, +22 to hit)
Cantrips (6th Level): Daze, Detect Magic, Light, Prestidigitation, Read Aura, Shield
1st Level: Create Water, Harm, Heal (2x), Purify Food and Drink, Ray of Enfeeblement, Sanctuary
2nd Level (3 slots): Augury, Continual Flame, Death Knell
3rd Level (3 slots): Blindness, Haste, Heroism, Neutralize Poison, Vampiric Touch, Wanderer's Guide
4th Level (3 slots): Freedom of Movement, Globe of Invulnerability, Outcast's Curse, Read Omens, Stoneskin
5th Level: Flame Strike
6th Level (2 slots): True Seeing
1st Level: Brain Drain, Scholarly Recollection
2nd Level: Vision of Weakness
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.