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K'nonnaCreature 8


NEMediumAberration
Source Pathfinder Lost Omens: The Mwangi Expanse
Perception +16 (darkvision, scent (imprecise) 60 feet)
Languages Mwangi, See Half-speaker
Skills Athletics +21, Stealth +16
Str +7, Dex +4, Con +6, Int +3, Wis +4, Cha +3

AC 26; Fort +19; Reflex +11; Will +11;
HP 140
Speed 30 feet

Fist One Action +20 (+16, +12) to hit (agile) 2d10+8 Bludgeoning
Jaws One Action +20 (+15, +10) to hit 2d8+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.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Gilded Fascination

When offered a gift worth at least 50 gp, the k'nonna must attempt a DC 20 will saving throw; if the gift is worth at least 100 gp, the DC is instead DC 25 will.

If they fail the save, the k'nonna accepts the gift, becomes Fascinated until the end of their next turn, and cannot attack while fascinated. On a critical failure, the fascination lasts for 1 minute.

Offering a gift is an Interact action, and offering multiple gifts in the same round has no additional effect.

Half Steps

Even though k'nonna are split in half, they still move and Stride as though they have two arms and legs. However, binding just one wrist or ankle leaves them incapable of using that limb, as if it were bound to another.

Half-Speaker

A k'nonna can communicate easily with other k'nonna, but when communicating with other creatures, only half of the spoken words make sense.

In order to convey information to a k'nonna or understand what they're saying, a non-k'nonna must succeed at a DC 20 perception check.

Pounce One Action

The k'nonna Strides and makes a Strike at the end of that movement. If the k'nonna began this action hidden, they remain hidden until after this ability's Strike.

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.


K'nonna are half human-and only half, in the most literal sense. They most often resemble the right half of a human, and less frequently the left half, split perfectly down the middle starting at the crown of their head. They accordingly have one eye, one ear, one arm, one leg, half of a nose, and half of a mouth full of razor-sharp teeth. A faint shimmer in the air, like the waves over a hot stone, hints at where their other half would be.

Despite the bizarre appearance of the k'nonna, they have no trouble balancing or performing everyday tasks that might be impeded by missing half of their bodies. They are extremely dexterous, able to perform complex tasks with only a single hand. The nature of their missing half has so far defied explanation; it is not invisible, nor does it exist on another plane, yet it seems to exert enough force for a k'nonna to walk like a human being.

No one is certain of the k'nonna's origins, except that they are not of this world and not descended from any known mortal creature. Banishment magic has no effect on them, implying they do not come from another plane. They are intelligent but difficult to communicate with-they speak only in half words and hear only half of what anyone says. K'nonna are also much less interested in talking than eating, and humanoids happen to be their favorite meal. The remains of a k'nonna's victim are unmistakable, as they only consume half the body.

Stories tell of the half-people's love for gifts, especially jewelry. Offerings of rings and necklaces easily distract a k'nonna long enough for prey to escape. Particularly bold victims might try to trick a k'nonna into wearing a bracelet that binds their one visible wrist or ankle to immobilize them, though the tactic is not foolproof, as a k'nonna displeased with their gifts will hunt the person who displeased them for the rest of their days.


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.