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Muraxi (3-4)Creature 1

Source Pathfinder Society Quest #5: The Dragon who Stole Evoking Day
Perception +3 (darkvision)
Languages Aquan
Skills Athletics +6, Stealth +6
Str +1, Dex +3, Con +1, Int -2, Wis +0, Cha +0

AC 16; Fort +7; Reflex +11; Will +4;
HP 20 (fast healing 2 (while underwater)
Speed 20 feet (fly 25 feet, swim 25 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Acid 3, Fire 3

Claw One Action +8 (+3, -2) to hit (finesse) 1d6+1 Slashing


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.

Fast Healing 2 (while underwater)

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Breath Weapon Two Actions (acid, arcane)

Muraxi breathes acid in a 15-foot cone that deals 2d6 acid damage to each creature within the area (DC 17 basic reflex save).

Muraxi can't use again for 1d4 rounds.

Drench One Action (abjuration, arcane, water)

Muraxi puts out all fires in a 5-foot emanation. She extinguishes all non-magical fires automatically and attempts to counteract magical fires (+10 counteract modifier).

Arcane Innate Spells (DC 17, +9 to hit)

2nd Level: Acid Arrow



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.


Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.