Iron TaviahCreature 6
Source Pathfinder #182: Graveclaw
Perception +14 (darkvision)
Languages Aklo, Common, Jotun, Mwangi, Necril
Skills Arcana +11, Athletics +14, Crafting +13, Deception +11, Intimidation +11, Occultism +14, Religion +11, Stealth +14
Str +6, Dex +3, Con +4, Int +3, Wis +3, Cha +3
AC 24; Fort +16; Reflex +11; Will +14; +1 status to all saves vs. magic
HP 85
Speed 20 feet
Resistances Physical 5
Iron Claws +16 (+12, +8) to hit (agile, coldiron, magical, reach 10) 2d8 + 6 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.
CovenIron Taviah adds Earthbind, Passwall, and Spellwrack to her coven's spells.
+1 Status to All Saves vs. MagicMagaambya ScarTaviah has an old injury that sometimes causes her pain. A physical attack on Taviah that scores a critical hit exacerbates the injury in her wounded leg; in addition to the other effects of the critical hit, Taviah is Stunned 1.
Bonds of Iron (attack, conjuration, occult)Frequency once per day
Effect Iron Taviah can cause a cage built of cold iron fingernails to spring from nothingness around a target at a range of up to 30 feet, attempting an Athletics check to Grapple against the target's Fortitude DC; if the target has a weakness to cold iron, Taviah gains a +2 circumstance bonus to this check. Unlike a normal Grapple, Taviah doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature Escapes (DC 24), causing the cage to crumble into rust. Any creature can attempt to destroy the cage by attacking it; the cage has an AC of 19, Hardness 10, and 40 Hit Points.
Change Shape (concentrate, occult, polymorph, transmutation)Iron Taviah can take on the appearance of any Medium female humanoid. This doesn't change her Speed, or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning).
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
RendClaw
A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike's damage again to the enemy.
Ritual SpecialistIron Taviah has a +2 circumstance bonus to the primary checks to perform a ritual. In addition, she can reduce the number of secondary casters for a ritual by 1. When she does, she must fulfill any requirements for the secondary caster, and she attempts the secondary check normally performed by that secondary caster. She can't replace a secondary caster who is the target of the spell (as in the Atone ritual).
Scattered CovenWhen the characters meet Iron Taviah, the Graveclaw is at the height of its power. As a scattered coven, the Graveclaw grants Taviah the ability to cast the following spells as 3rd-level occult spells, once per day each, without requiring help from her fellow coven members:Acid Arrow, Curse Of Lost Time, Earthbind, Harm, Mimic Undead, Summon Construct, and Water Walk.
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.
Occult Innate Spells (DC 21, +13 to hit)
2nd Level: False Life
3rd Level: Haste
1st Level: Elemental Sentinel
2nd Level: Create Undead (Zombie), Heartbond, Inveigle
3rd Level: Mystic Carriage, Unseen Custodians
1st Level: Harm, Summon Construct
2nd Level: Acid Arrow, Mimic Undead, Water Walk
3rd Level: Curse Of Lost Time, Earthbind
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.