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KarumzekCreature 4


UncommonNEMediumAberration
Source Pathfinder #171: Hurricane's Howl
Perception +11 (darkvision, poison sense (precise) 30 feet)
Languages Abyssal, Common, Infernal, Undercommon
Skills Acrobatics +10, Crafting +12, Nature +8, Religion +10, Stealth +12
Str +3, Dex +4, Con +3, Int -1, Wis +2, Cha +0

AC 21; Fort +12; Reflex +12; Will +8;
HP 60
Speed 40 feet (climb 30 feet)
Immunities poison
Weaknesses Good 5

Bite One Action +12 (+7, +2) to hit 2d6+4 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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Poison Sense (precise) 30 feet

A karumzek senses any poisoned creature. It can spend an action with the concentrate trait to determine the poison's type and current stage.

Change Shape (arcane, concentrate, polymorph, transmutation)

A karumzek can take the shape of a Tiny spider. This doesn't change its Speed or Strikes.

Karumzek Venom (poison, virulent)

Saving Throw DC 19 fortitude

Maximum Duration 6 rounds

Stage 1 1d6 poison (1 round)

Stage 2 1d6 poison and Enfeebled 1 (1 round)

Stage 3 2d6 poison, Clumsy 1, and enfeebled 1 (1 round)


Occult Innate Spells (DC 21, +13 to hit)

1st Level: Negate Aroma (Constant)
2nd Level: Death Knell, Invisibility (At Will) (self only), Vomit Swarm



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.