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KerinzaCreature 12


UniqueCEMediumHumanoid
Source Pathfinder #183: Field of Maidens
Perception +23 (darkvision)
Languages Common, Draconic, Taldane, Varisian
Skills Acrobatics +23, Deception +22, Diplomacy +22, Intimidation +22, Nature +21, Stealth +25
Str +4, Dex +7, Con +2, Int +2, Wis +5, Cha +4

AC 32; Fort +18; Reflex +23; Will +21;
HP 235
Speed 30 feet

Light Mace One Action +26 (+22, +18) to hit (agile, finesse, magical, shove) 2d4+8 Bludgeoning
Snake Fangs One Action +25 (+20, +15) to hit 2d6+8 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.

Biting Snakes Reaction

Trigger A creature ends its turn adjacent to Kerinza


Effect Kerinza makes a snake fangs Strike against the creature.

Petrifying Gaze (arcane, aura, transmutation, visual)

30-foot emanation Aura

When a creature ends its turn in the aura, it must attempt a DC 32 fortitude save. If the creature fails, it becomes Slowed 1 for 1 minute. Kerinza can activate or deactivate this aura by using a single action, which has the concentrate trait, but deactivating it is painful for her; she gains weakness 15 to physical damage while her petrifying gaze is deactivated.

Focus Gaze One Action (arcane, concentrate, incapacitation, transmutation, visual)

Kerinza fixes her glare on a creature she can see within 30 feet. The target must attempt a DC 32 fortitude save against Kerinza's petrifying gaze. If the target was already Slowed before attempting its save, a failed save causes it to be Petrified permanently. After attempting its save, the creature is then temporarily immune until the start of Kerinza's next turn.

Quick Responses

If Kerinza isn't Slowed, her Strikes deal an additional 2d6 precision damage to slowed targets.

Serpent Venom (poison)

Saving Throw DC 32 fortitude

Maximum Duration 6 rounds

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

Stage 2 3d6 poison damage and Enfeebled 2 (1 round)

Stage 3 5d6 poison damage and Enfeebled 3 (1 round)


Arcane Spontaneous Spells (DC 32, +24 to hit)

Cantrips (6th Level): Detect Magic, Electric Arc, Ghost Sound, Produce Flame, Shield
1st Level: Charm
2nd Level: Dispel Magic
3rd Level: Dream Message
4th Level (3 slots): Stoneskin
5th Level (3 slots): Cloudkill, Wall of Stone
6th Level (3 slots): Chain Lightning, Stone Tell, Stone to Flesh



Traits

Unique

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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.