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Meleeka Sanvara (1-2)Creature 2

Source Pathfinder Society Quest #2: Unforgiving Fire
Perception +5
Languages Common
Skills Acrobatics +8, Athletics +8, Stealth +7, Survival +5
Str +2, Dex +4, Con +1, Int +0, Wis +2, Cha +0

AC 18; Fort +8; Reflex +11; Will +5;
HP 30
Speed 25 feet

Fist One Action +11 (+7, +3) to hit (agile, finesse) 1d6+2 Bludgeoning
Fire Talon One Action +11 (+7, +3) to hit (agile, finesse, fire, nonlethal, unarmed) 1d4+2 Fire
Shuriken One Action +11 (+7, +3) to hit (agile, range increment 20, reload 0) 1d4+2 Piercing

Blazing-Talon Surge Two Actions

Requirements Meleeka is in Mastered Rain of Embers Stance

Effect Meleeka Strides twice. If she ends her movement within melee reach of at least one enemy, she can make a fire talon Strike against that enemy that deals an additional 1d4 fire damage. If she hits the target enemy, she can immediately Grab them as a free action.

Explosive Deathdrop Two Actions

Requirements Meleeka is in Mastered Rain of Embers Stance and has a creature Grabbed or Restrained

Effect Meleeka lifts the creature high into the air and then slams it downward, causing a fiery explosion on impact. Meleeka attempts an Athletics check against the creature's Fortitude DC. She takes a -2 circumstance penalty to her check if the target is one size larger than her and a -4 circumstance penalty if it's larger than that. She gains a +2 circumstance bonus to her check if the target is one size smaller than her and a +4 circumstance bonus if it's smaller than that.

Critical Success As success, but the creature also takes 1 Persistent Fire Damage.

Success The creature takes 1d4 bludgeoning damage plus 1d4 fire damage and falls and lands Prone in an unoccupied square adjacent to her (Meleeka's choice).

Upon landing, the creature is no longer grabbed.

Failure The creature is no longer grabbed.

Critical Failure As failure, but Meleeka falls prone.

Mastered Rain of Embers Stance One Action (stance)

Requirements Meleeka is unarmored

Effect Meleeka enters the stance of an enraged phoenix, channeling her pain into resolve and holding her fingers as rigid as deadly talons while moving with quick, flickering gestures that resemble dancing flames. Meleeka gains a +1 status bonus to AC and saving throws and fire resistance 2, though if her current Hit Points are not equal to her maximum number of Hit Points, this status bonus increases to +3 and the fire resistance to 3. The only Strikes Meleeka can make are fire talon Strikes.

These deal 1d4 fire damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.

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.



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.


A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.


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