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JaggakiCreature 13


UncommonNELargeUndead
Source Pathfinder #147: Tomorrow Must Burn
Perception +22 (darkvision)
Languages Common, Jotun, Necril
Skills Acrobatics +19, Arcana +27, Athletics +25, Intimidation +23, Stealth +21
Str +6, Dex +2, Con +4, Int +5, Wis +3, Cha +4

AC 34; Fort +21; Reflex +21; Will +22; +1 status to all saves vs. positive
HP 200 (negative healing, rejuvenation)
Speed 35 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Cold 20, Physical 15

Staff One Action +26 (+21, +16) to hit (two hand d8) 2d4+12 Bludgeoning
Hand One Action +25 (+20, +15) to hit (magical) 4d8 Negative
Rock One Action +25 (+20, +15) to hit (brutal, range increment 120) 2d6+12 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.

+1 Status to All Saves vs. PositiveNegative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Catch Rock Reaction

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction.

Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.


Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock

Rejuvenation (arcane, necromancy)

When a lich is destroyed, its soul immediately transfers to its Soul Cage. A lich can be permanently destroyed only if its soul cage is found and destroyed.

Bones of Stone One Action (arcane, earth, necromancy)

Requirements The target is standing on or adjacent to a stone surface.

Frequency once per round


Effect Jaggaki calls upon unquiet spirits within the land, causing a giant skeletal arm made of jagged stone to reach out of a stone surface adjacent to a creature within 60 feet. Jaggaki makes a hand Strike against the target via this stone arm rather than using his own hand. If the Strike hits, it deals 4d6 additional bludgeoning damage.

Drain Soul Cage Free Action

Frequency once per day


Effect Jaggaki taps into his Soul Cage's power to cast any arcane spell up to the highest level he can cast, even if the spell being cast is not one of the lich's prepared spells.

Jaggaki's soul cage doesn't need to be present for him to use this ability.

Paralyzing Touch (arcane, curse, incapacitation, necromancy)

A creature damaged by the Jaggaki's hand Strike must succeed at a DC 29 fortitude save.

The creature becomes Paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls Prone, and seems dead. A DC 25 medicine check reveals the victim is alive.

Steady Spellcasting

If another creature's reaction would disrupt Jaggaki's spellcasting action, Jaggaki attempts a DC 15 flat check. If he succeeds, his action isn't disrupted.


Arcane Prepared Spells (DC 34, +26 to hit)

Cantrips (7th Level): Acid Splash, Detect Magic, Mage Hand, Ray of Frost, Read Aura, Shield
1st Level: Grim Tendrils, Magic Missile, Ray of Enfeeblement
2nd Level: Dispel Magic, Mirror Image, Telekinetic Maneuver
3rd Level: Blindness, Fireball, Lightning Bolt, Paralyze, Slow
4th Level: Fly, Phantasmal Killer
5th Level: Black Tentacles, Cloudkill, Cone of Cold
6th Level: Chain Lightning, Flesh to Stone
7th Level: Eclipse Burst



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.