🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

MalarunkCreature 5


UniqueCESmallCharauKaHumanoid
Source Pathfinder #145: Hellknight Hill
Perception +13 (darkvision, scent (imprecise) 30 feet)
Languages Boggard, Draconic, Mwangi
Skills Athletics +10, Lore +11, Intimidation +11, Religion +13, Stealth +8
Str +3, Dex +2, Con +2, Int +0, Wis +4, Cha +2

AC 22; Fort +11; Reflex +9; Will +13;
HP 63
Speed 25 feet (climb 25 feet)

Cinderclaw Gauntlet One Action +13 (+9, +5) to hit (agile, free hand, versatile s) 2d4 + 5 Piercing
Hatchet One Action +12 (+8, +4) to hit (agile, sweep) 1d6+5 Slashing
Hatchet One Action +12 (+8, +4) to hit (agile, deadly d6, sweep, thrown 10) 1d6 + 5 Slashing
Thrown Debris One Action +11 (+6, +1) to hit (deadly d6, thrown 20) 2d6+5 Bludgeoning

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) 30 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.

Channel Smite Two Actions

Cost Expend a Harm or Heal spell.


Malarunk siphon's the destructive energies of positive or negative energy through a melee attack and into his foe.

Make a melee Strike and add the spell's damage to the Strike's damage.

This is negative damage if Malarunk expended a harm spell or positive damage if he expended a heal spell. The spell is expended with no effect if his Strike fails or hits a creature that isn't damaged by that energy type (such as if he hit a non-undead creature with a heal spell).

Shrieking Frenzy Free Action (primal, transmutation)

Trigger Malarunk's turn begins.

Frequency once per hour


Effect Malarunk is Quickened until the end of his turn, and can use the extra action to Stride or Strike. Due to his loud wailing while in a shrieking frenzy, Malarunk can't speak and automatically critically fails all Stealth checks.

Thrown Weapon Mastery

When Malarunk throws a weapon, the weapon gains the deadly d6 weapon trait. Furthermore, when Malarunk throws an improvised weapon, it doesn't take the -2 penalty for using an improvised weapon, nor does he take the penalty for using that weapon to make a lethal attack instead of a nonlethal attack.


Divine Prepared Spells (DC 23, +13 to hit)

Cantrips (3rd Level): Detect Magic, Guidance, Prestidigitation, Shield
1st Level: Create Water, Harm, Heal, Sanctuary
2nd Level: Create Food, Sound Burst, Spiritual Weapon
3rd Level: Dream Message, Fireball



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.