Maftet GuardianCreature 6
Source Pathfinder Bestiary 3
Perception +14 (darkvision)
Languages Common, Sphinx
Skills Acrobatics +13, Arcana +13, Athletics +15, Lore +15, Stealth +13
Str +5, Dex +3, Con +4, Int +3, Wis +2, Cha +0
AC 23; Fort +14; Reflex +15; Will +12;
HP 92
Speed 30 feet (fly 40 feet)
Scimitar +17 (+12, +7) to hit (forceful, magical, sweep) 2d6+8 Slashing
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.
Runic Resistance (abjuration, arcane)Trigger The maftet takes damage from a Strike or spell effect
Effect The maftet's protective runic tattoos glow, granting them resistance 5 to one damage type dealt by the triggering attack.
This resistance applies against the triggering effect and lasts for 1 minute or until the maftet uses this ability again, whichever comes first. If the triggering effect deals multiple damage types, the maftet chooses which type to resist.
Effect: Runic Resistance
Paired StrikeRequirements The maftet is wielding two scimitars
Effect The maftet makes two Strikes against the same target, one with each of their scimitars. The maftet combines the damage of any attacks that hit and applies resistances and weaknesses only once. This counts as one attack when calculating the maftet's multiple attack penalty.
Powerful Scimitars (arcane, evocation)Any non-magical scimitar becomes a +1 striking scimitar while a maftet wields it.
Raptor DiveRequirements The maftet is flying at least 10 feet above the target
Effect The maftet Flies up to twice their fly Speed and makes a Paired Strike at the end of the movement. If both Strikes hit, the target is also knocked Prone.
Arcane Innate Spells (DC 23, +15 to hit)
Cantrips (3rd Level): Sigil
1st Level: Sanctuary, True Strike
Maftets are hawk-winged humanoids with leonine lower bodies that dwell in ancient ruins and cities thought lost, typically in desert or mountain regions. They view themselves as guardians and practice a specialized technique of dualwielding scimitars so central to their culture that a maftet's scimitars are often cherished family heirlooms. Most maftets venerate their ancestors in addition to various deities, and even a child can detail their family lineage back multiple generations. Maftet prides tend to be matriarchal and isolationist, though maftets aren't necessarily hostile to outsiders who respect their homes and don't seek to loot them.
When a young maftet comes of age, they receive runic tattoos from a pride's elder. These tattoos are imbued with magic that allows a maftet to enchant their wielded weapons, but the individualized designs tell of the maftet's ancestors, childhood adventures, and positive qualities. Such tattoos are considered sacred and never given to non-maftets.
Traits
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.