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NugrahCreature 5


UniqueNEMediumHumanHumanoid
Source Pathfinder Kingmaker
Perception +14
Languages Common, Hallit
Skills Deception +11, Intimidation +13, Nature +12, Stealth +9, Survival +12
Str +1, Dex +0, Con +2, Int +0, Wis +5, Cha +4

AC 17; Fort +10; Reflex +6; Will +15;
HP 75
Speed 20 feet

Club One Action +12 (+7, +2) to hit 1d6+3 Bludgeoning

Survival of the Fittest Reaction

Trigger A 1st- or higher-level animal summoned by Nugrah is killed within 30 feet of him


Effect Blood- red energy flows from the slain creature into Nugrah's mouth. He immediately heals 1d6 Hit Points per level of the slain animal, gaining any excess healing as temporary Hit Points that last for 10 minutes. As long as he possesses these temporary Hit Points, blood-red energy ripples across his flesh and his AC increases to 22.

Swift Summon Two Actions

Prerequisite Nugrah has a summon animal spell prepared and available.


Effect Nugrah casts summon animal but does not need to use a material component.


Primal Prepared Spells (DC 23, +21 to hit)

Cantrips (3rd Level): Detect Magic, Electric Arc, Light, Prestidigitation, Ray of Frost
1st Level: Heal, Hydraulic Push, Longstrider, Shillelagh, Summon Animal
2nd Level: Barkskin, Spider Climb
3rd Level: Meld into Stone



Traits

Unique

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.

Human

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

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