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KarinaCreature 5


NELargeBeastFiend
Source Pathfinder Lost Omens: The Mwangi Expanse
Perception +12 (darkvision)
Languages Mwangi, (can't Speak Any Language)
Skills Acrobatics +13, Athletics +12, Deception +12, Stealth +15
Str +3, Dex +5, Con +3, Int -2, Wis +1, Cha +6

AC 21; Fort +12; Reflex +15; Will +10;
HP 95
Speed 10 feet (fly 40 feet)
Weaknesses Good 5

Beak One Action +15 (+10, +5) to hit (magical, reach 10) 2d8+7 Piercing
Claws One Action +13 (+9, +5) to hit (agile, magical) 2d6+5 Slashing
Talons One Action +15 (+10, +5) to hit (magical) 1d10+5 Piercing

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.

Sound Imitation

A karina who succeeds at a Deception check to Lie can mimic any voice they have heard. They have a +4 circumstance bonus to this check.

Grave Blight (disease)

Saving Throw DC 19 fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 1d6 poison damage, Sickened 1 (1 day)

Stage 3 1d8 poison damage, every hour the victim must succeed at another Fortitude save or be Confused for 1 minute, Sickened 2 (1 day)

Mocking Cry One Action (auditory)

The Karina mimics a voice and mocks a creature within 30 feet. They attempt a Deception check to Demoralize the creature.

Regardless of whether the check succeeds, the target creature is temporarily immune to the Karina's Mocking Cry for 1 hour.

Grab One Action

Requirements 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.


Karinas-also known as plague birds-are large owl-like creatures with dark red feathers, powerful talons, and unsettling eyes. Their broad wings conceal a pair of wiry humanoid arms that end in clawed fingers, which they use to dig through burial sites in search of corpses. The fell purpose of this is still a mystery, though most believe that karinas make off with these dead bodies to consume them in the safety of their lairs. The difficulty of tracking the beasts, as well as the danger, makes it difficult to know for sure.

A karina's terrifying appearance suggests that they're not natural creatures. Many legends claim that karinas first flew out of Abaddon to the Material Plane to consume the corpses of the first mortals, while others state that the first karina was born from the soul of the first mortal who partook in cannibalism. The power of good repulses karinas, suggesting an evil or fiendish origin.

Karinas are plague carriers and intentionally attack creatures to spread their own personal pestilence. The supernatural disease they carry, known as grave blight, causes fever, disorientation, and (at later stages) an innate desire to attack others and spread the disease. Karinas revel in the slow collapse of villages, lurking in the surrounding jungle to observe every miserable moment. As the locals bury their dead, the karinas swoop in to steal the corpses.

In addition to carrying a terrible disease, karinas also have the ability to mimic voices. They typically repeat phrases they've heard, but twist the voice into a fiendish corruption of the original. Intelligent enough to recognize the friends and family of a possible target, a karina will use the mocking voice of a loved one to frighten them. When terrorizing a village, they generally work together in groups of two or three.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.