IrahkatuCreature 13
Source Pathfinder Kingmaker
Perception +22 (darkvision)
Languages Aklo, Common
Skills Athletics +25, Deception +23, Stealth +25
Str +8, Dex +6, Con +6, Int +0, Wis +5, Cha +4
AC 34; Fort +25; Reflex +21; Will +20;
HP 235
Speed 25 feet (swim 35 feet)
Jaws +27 (+22, +17) to hit 3d12+14 Piercing
Claw +27 (+23, +19) to hit (agile) 3d8+14 Slashing
Tail Claw +27 (+23, +19) to hit (agile, reach 10) 3d6+14 Slashing
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.
Voice ImitationIrahkatu can mimic the sounds of a person in distress by attempting a Deception check to Lie. Irahkatu has a +4 circumstance bonus to this check.
DisfigureRequirements Irahkatu has a Medium or smaller creature Grabbed with his tail claw or has already damaged a creature with his claw or tail claw Strike this turn
Effect Irahkatu attempts an Athletics check against the creature's Fortitude DC.
Critical Success Irahkatu tears at the target's eyes. The target takes 14d6 slashing damage and is Blinded for 24 hours. This blinded condition is removed earlier if the creature is fully healed of all damage.
Success Irahkatu mangles some fingers. The target takes 7d6 slashing damage and is Clumsy 1 for 24 hours.
Failure Irahkatu claws at the creature, dealing 3d6 slashing damage.
Critical Failure The creature is unaffected.
Tail DragRequirements Irahkatu has a Medium or smaller creature grabbed with its tail claw
Effect Irahkatu attempts an Athletics check against the creature's Fortitude DC.
Critical Success If the creature is 10 feet away from Irahkatu, it is dragged into a square adjacent to Irahkatu. Irahkatu can make a jaws Strike against the creature.
Success If the creature is 10 feet away from Irahkatu, it is dragged into a square adjacent to Irahkatu.
Failure The creature is not dragged.
Critical Failure The creature is not dragged and Irahkatu no longer has the creature grabbed.
Improved GrabThe monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.
The ahuizotl is a vicious, semi-aquatic predator that resembles a hideous cross between a badger and an otter, with disturbingly web-fingered paws supplemented by a fifth hand at the end of a long, serpentine tail. A clever and stealthy hunter, the ahuizotl lures unwary prey to their doom by mimicking the cries of people in distress. The ahuizotl's macabre habit of feeding on a victim's eyes, fingernails, and teeth leaves the corpses of its kills uniquely mutilated. Some say the creatures consider these body parts delicacies, while others insist ahuizotls collect them as tribute to a powerful but unknown entity. The fact that an ahuizotl does not eat the actual flesh of its victims, instead depositing their savaged and waterlogged corpses in locations where the remains are sure to be found by friends or family, points to a third and perhaps more likely possibility-the ahuizotl simply enjoys using its violent dietary quirks to spread fear and despair.
An ahuizotl walks on all fours, but its hands are capable of manipulating simple tools and other objects. Ahuizotls have roughly mustelid features and an extra membrane covering their eyes, giving their eyes a dull color suggestive of cataracts and somewhat blunting the creature's vision. Yet despite their bestial appearance, ahuizotls are nearly as intelligent as the average human, and wiser than most. Although they don't form societies of their own, they have been known to ally with violent cults or conclaves of monsters, and even to found small shrines and temples to sinister deities. The cult of Charon, the horseman of Death, is particularly popular among certain ahuizotls, who look forward to an afterlife spent wallowing in the waters of the River Styx.
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.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.