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NamorrodorCreature 5


CEMediumShadowUndead
Source Pathfinder Bestiary 3
Perception +11 (darkvision, lifesense 30 feet)
Languages none
Skills Acrobatics +12, Athletics +13, Stealth +14, Survival +11
Str +4, Dex +5, Con +3, Int +3, Wis +2, Cha +0

AC 22; Fort +12; Reflex +14; Will +11;
HP 85
Speed 40 feet
Immunities death effects, disease, paralyzed, poison, sleep
Weaknesses Fire 5, Positive 5

Jaws One Action +15 (+10, +5) to hit 2d8+6 Piercing
Claw One Action +15 (+11, +7) to hit (agile) 2d6+6 Piercing
Spit One Action +14 (+9, +4) to hit (range 30) 1d8+6 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.

Interplanar Lifesense

While the namorrodor is on the Shadow Plane, its lifesense extends to the Material Plane as a vague sense with a 100-foot range.

Lifesense 30 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Material Leap Reaction (conjuration, teleportation)

Requirements The namorrodor is on the Shadow Plane

Trigger A creature the namorrodor can sense with its lifesense on the Material Plane dies


Effect The namorrodor leaps between planes, appearing on the Material Plane within 100 feet of the triggering creature. It remains on the Material Plane for 24 hours, after which it is recalled to its original location on the Shadow Plane.

Whistling Bones (auditory, aura, emotion, fear, mental)

30 feet Aura


Wind whistles through the namorrodor's jutting bones with an eerie tone. A creature entering or beginning its turn in the area must attempt a DC 19 will save, becoming Frightened 1 on a failure (Frightened 2 on a critical failure). A creature can't reduce its frightened condition below 1 as long as it's in the aura.

Bounding Sprint Two Actions

Requirements The namorrodor has nothing in its hands


Effect The namorrodor bounds forward, using four limbs for an extra burst of speed. It Strides twice and makes a single melee Strike at the end of its movement.

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.


Namorrodor stalk the night, craving the flesh of the living. Though they dwell on the Shadow Plane, the shadowy substances of that plane offer them only the barest sustenance, and they forever seek to cross over onto the Material Plane-yet they can make this journey only on the eve of a death, and only in a place where their plane overlaps the Material. When they manage to make the leap between planes, a shooting star marks their passage.

Attracted by the smell of cooking meat but particularly vulnerable to flame, a namorrodor's most common meal is a traveler who has strayed from their campfire. Unattended babies are a treat so delectable, however, that a namorrodor will risk an encounter with dreaded fire if it spies an opportunity to snatch one.

A namorrodor's skin is torn and loose over jutting bones, through which the wind whistles with a distinctive, eerie tone. Able to change between a quadrupedal and bipedal stance, the namorrodor is an admirable hunter.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Shadow

This magic involves shadows or the energy of the Shadow Plane.