🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

HobjiCreature 3


UniqueCEMediumHumanoidMorlock
Source Pathfinder #175: Broken Tusk Moon
Perception +8 (darkvision)
Languages Undercommon
Skills Athletics +9, Crafting +6, Stealth +10, Thievery +9
Str +4, Dex +2, Con +3, Int +1, Wis +3, Cha -1

AC 19; Fort +8; Reflex +11; Will +9; +2 status to all saves vs. disease and poison
HP 45
Speed 30 feet (climb 20 feet)

Fist One Action +12 (+7, +2) to hit 1d6+6 Bludgeoning
Warhammer One Action +13 (+8, +3) to hit (magical, shove) 1d8+6 Bludgeoning

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.

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

+2 Status to All Saves vs Disease and PoisonSneak Attack

Hobji's Strikes deal an additional 1d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Strangling Grasp Free Action

Trigger Hobji hits a Medium or smaller creature with his fist Strike;


Effect The creature is Grabbed, and Hobji begins to strangle the creature. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

Surprise Attack

In the first round of combat, creatures that haven't acted yet are Flat-Footed to Hobji.



Traits

Unique

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.

Humanoid

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