🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

MulventokCreature 7


UncommonNMediumAberration
Source Pathfinder #164: Hands of the Devil
Perception +15 (darkvision)
Languages Aklo, Daemonic, Undercommon
Skills Athletics +17, Intimidation +17, Lore +15, Survival +15
Str +6, Dex +0, Con +4, Int +2, Wis +4, Cha +6

AC 24 26 with shield raised; Fort +15; Reflex +11; Will +17;
HP 115 (negative healing)
Speed 25 feet
Immunities death effects, disease, fear effects
Weaknesses Positive 10

Tamchal Chakram One Action +18 (+14, +10) to hit (agile, deadly d6, finesse, magical) 1d6+8 Slashing + 1d6 Mental
Fist One Action +17 (+12, +7) to hit 2d8+8 Bludgeoning
Tamchal Chakram One Action +13 (+9, +5) to hit (agile, deadly d6, magical, thrown 20) 1d6+8 Slashing + 1d6 Mental

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.

War Leader (emotion, mental)

A mulventok's fervor inspires its allies. Allies within 30 feet that can see or hear the mulventok gain a +1 status bonus to attack rolls and skill checks as long as their actions don't impede the mulventok's imprinted purpose.

Effect: War Leader

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Explosive Decay (necromancy, negative, occult)

When a mulventok dies, its mirrored flesh ruptures and explodes in a 20-foot radius. Creatures caught in the blast are covered with viscera and take 8d6 negative damage (DC 22 basic reflex save).

Stay in the Fight Reaction (healing, necromancy, occult)

Trigger An allied creature within 30 feet reaches 0 HP


Effect The mulventok imparts some of its own energy to keep the ally fighting. The target creature gains 1 Hit Point, and the mulventok takes 2d6 mental damage.

Fervent Command One Action (auditory, mental)

The mulventok shouts an order to one of its allies within 30 feet. That ally immediately takes a Raise a Shield or Step action. A creature can benefit from only once per round.

Psychokinetic Honing (occult, transmutation)

A thrown weapon gains the effects of a Returning rune when a mulventok throws it. Thrown weapons the mulventok uses deal an additional 1d6 mental damage, whether used in melee or thrown.


Sinister fleshwarpers reshape captive urdefhans into these juggernauts of war. Their clear skin is hardened into a thick, mirror-like carapace, creating an intimidating exoskeleton. Mulventoks don't live long; within weeks-or, at most, months-their hyperdeveloped muscles split open their toughened skin, and they erupt in a shower of gore. A mulventok's creator shapes its mind just as much as its body, directing its aggression toward a single purpose, such as to raze a fortress or murder a specific individual.


Although twisting victims into horrid shapes is a well-known pastime of evil drow, other subterranean monsters have stolen these practices or developed them independently. The worm-like seugathis sometimes warp other creatures whose territories abut their lightless lands; the fleshwarps below result from morlocks and urdefhans, respectively.


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.