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Peryton (Heretical)Creature 4

Source Pathfinder Society Scenario #3-13: Guardian's Covenant
Perception +13 (darkvision)
Languages Common
Skills Acrobatics +11, Intimidation +11, Stealth +11
Str +4, Dex +3, Con +2, Int +0, Wis +5, Cha +3

AC 21; Fort +8; Reflex +11; Will +13;
HP 60 (negative healing)
Speed 25 feet (fly 50 feet)
Weaknesses Good 5

Antler One Action +14 (+9, +4) to hit (deadly d8) 1d12+7 Piercing
Fangs One Action +14 (+10, +6) to hit (agile) 1d8+7 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.

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.

Abjure the Blessings of Vitality

Despite not being undead, this creature gains negative healing. Its Strikes deal an additional 1d6 evil damage to creatures that can cast divine or primal spells.

Heart Ripper One Action (attack, emotion, fear, visual)

The peryton rips out the heart of an adjacent corpse with their jaws. The creature must have died in the last minute. As the peryton rips the heart free and swallows it whole, they regain 2d6 HP, and any non-peryton that witnesses this event must succeed at a DC 21 will save or become Frightened 1 (or Frightened 2 on a critical failure).

Mimic Shadow One Action (necromancy, occult, shadow, emotion, fear)

Requirements The target must be casting a shadow

Effect The peryton Flies, going no higher than 20 feet over the target creature. The target creature must succeed at a DC 21 will save or the peryton's shadow changes to match that cast by the target creature. With their shadow so transformed, the peryton gains a +2 status bonus to attack and damage rolls against that creature.

In addition, each time the peryton successfully Strikes that creature, the creature must succeed at a DC 21 will save or become Frightened 1, or increase its frightened condition by 1 if it's already frightened. This is an emotion and fear effect. The shadow remains transformed for 1 hour or until the peryton Mimics a Shadow again, whichever comes first.

The monsters have a visceral hatred of good deities and their servants, particularly Arcadia's benevolent couatls.

The peryton is an amalgam of horror, merging the features of a stag, wolf, and hawk. They love using shadows to stalk their victims before ripping out their still-beating hearts and relishing the dying pulse as they swallow them whole, so the doomed victims spends their last moments watching as their flesh is consumed.

Despite perytons' animalistic appearance and brutal behavior, they are viciously cunning and as intelligent as humans. Their preferred tactic is to find a lone traveler and stalk it from on high. Most perytons are loners who loathe all other creatures. These feelings extend to other perytons as well, and adult males attack each other on sight as surely as they attack anything else.

Once per year, perytons mate. The males offer up hearts they have collected from humanoids to attract females. Those that manage to secure a mate rarely survive long though, as their mating ritual is short and violent. Female perytons generally abandon their eggs after laying them, so newly hatched perytons must fend for themselves from the moment they emerge.

A lone peryton typically builds a nest in a rocky overhang or an exceptionally tall and strong tree where they can observe nearby lands. Although they aren't particularly interested in wealth, perytons do like to collect small objects from their victims. During those times between hunts, they sometimes study these trophies in order to relive the memories of victims' last moments and the taste of victims' hearts.



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.