🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Manticore PaaridarCreature 7


UncommonLEMediumBeastHumanoidPaaridar
Source Pathfinder Bestiary 3
Perception +18 (darkvision, scent (imprecise) 30 feet)
Languages Common
Skills Acrobatics +16, Athletics +19, Intimidation +11, Lore +14, Occultism +10
Str +6, Dex +5, Con +3, Int -1, Wis +5, Cha -2

AC 26; Fort +14; Reflex +18; Will +16;
HP 110
Speed 40 feet (fly 20 feet)

Jaws One Action +18 (+13, +8) to hit (magical) 2d8+8 Piercing
Claw One Action +18 (+14, +10) to hit (agile, magical) 2d6+8 Slashing
Spike One Action +16 (+11, +6) to hit (propulsive, range increment 40) 1d10+5 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) 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.

Sharp Riposte Reaction

Trigger An adjacent creature targets the paaridar with a melee attack


Effect The paaridar blocks the attack with their claws. The paaridar gains resistance 5 to physical damage from the attack, and if the attack hits, the attacker takes 1d8+4 slashing damage.

Flurry of Blows One Action

Frequency once per round


Effect The paaridar makes two unarmed Strikes or two spike Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.

Limited Flight

The manticore paaridar's wings are small and weak, insufficient to keep them in the air. If the paaridar Flies using their wings, they fall at the end of their turn if they haven't landed.

Monk Ki Spells

The Paaridar's ki flow is unnaturally disrupted, causing them to take 1d6 negative damage each time they cast a ki spell.


Monk Ki Spells (DC 24, +16 to hit)

1st Level: Ki Rush, Ki Strike
2nd Level: Wholeness of Body


Monks dissatisfied with the limits of their humanoid forms and yearning for a shortcut can steal the might from other creatures. These monks become paaridars, amalgamations that blend the features of their former ancestry with the form of another creature. The transformation challenges the limits of the paaridar's body and soul, demanding continual discipline to maintain control.

The rituals to make this transformation were developed by Paaridus, namesake of this loose monastic order. The process requires a captive creature-a victim to draw powers from. Over days of intense rituals, the monk displaces their own chakras with those of the victim. This unnatural process transforms the ki, and thereby the body. The lower chakras are considered "safer" to replace. Most Paaridars stop at the root, sacral, and navel chakras. To go farther risks losing control of one's emotions and intellect entirely, a fate Paaridus himself succumbed to. Paaridars consider this his sacrifice and lesson, but other monks recognize that even one step on this path is profane. The creature victimized by the ritual remains-still alive, but only a husk, as the transformed chakras within leave it weak and removed from its nature.


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.

Humanoid

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