HoragnamonCreature 8
Source Pathfinder Kingmaker
Perception +18
Languages Cyclops, Daemonic, Jotun, Necril
Skills Acrobatics +18, Stealth +18, Thievery +18
Str -3, Dex +6, Con +3, Int +0, Wis +6, Cha +0
AC 28; Fort +13; Reflex +20; Will +16;
HP 100
Speed 10 feet (fly 40 feet)
Beak +20 (+15, +10) to hit (finesse) 1d6 Piercing
Cunning
Horagnamon can use simple items as tools, such as poking a stick at an opening to tease out a piece of food. He's also quite adept at stealing objects. He can't use Thievery to Palm an Object, Disable a Device, or Pick a Lock, but he can use Thievery to Steal light objects that he can carry in his beak or talons or to accomplish other relatively simple tasks.
Death Throes (death, necromancy, occult)Trigger Horagnamon takes any damage or suffers a condition while Vordakai is using Familiar Farsight
Effect Horagnamon dies, then bursts into a 30-foot-diameter burst of feathers and seething black tendrils of smoke and energy. All creatures in this area must attempt a DC 23 fortitude save.
Critical Success The creature takes no damage.
Success The creature takes 3d10 negative damage.
Failure The creature takes 6d10 negative damage and becomes Drained 1.
Critical Failure The creature takes 12d10 negative damage and becomes Drained 2.
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.
MinionMinions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures.