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PopobawaCreature 15


UncommonCEMediumHumanoid
Source Pathfinder Bestiary 3
Perception +25 (darkvision, scent (imprecise) 60 feet)
Languages Common
Skills Acrobatics +24, Athletics +26, Deception +29, Intimidation +29, Lore +24, Occultism +22, Stealth +26
Str +7, Dex +5, Con +5, Int +3, Wis +4, Cha +6

AC 37; Fort +26; Reflex +24; Will +27;
HP 270
Speed 30 feet (climb 30 feet, fly 80 feet)
Immunities disease, sickened, stunned

Jaws One Action +30 (+25, +20) to hit 3d10+15 Piercing + 1d10 Mental
Talon One Action +30 (+26, +22) to hit (agile) 3d10+15 Slashing

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.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Stench (aura, olfactory)

30 feet Aura


A creature entering the aura or starting its turn in the aura must succeed at a DC 34 fortitude save or become Sickened 1 (plus Slowed 1 for as long as it's sickened on a critical failure).

While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition.

A creature that succeeds at its save is temporarily immune for 1 minute.

Effect: Stench

Change Shape One Action (concentrate, occult, polymorph, transmutation)

The popobawa can take on the appearance of a human or a Small or Medium bat. It loses its stench aura while transformed. In human form it also loses its Strikes but can make fist Strikes that deal the same amount of bludgeoning damage as its talon Strike.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Feed on Sorrow One Action (concentrate, healing, necromancy, occult, positive)

Frequency once per round


Effect The popobawa draws strength from the suffering of others. It regains 10 Hit Points for each enemy within 30 feet feet that has one of the following conditions, to a maximum of 40 Hit Points: Confused, Doomed, Dying, Enfeebled, Fatigued, Frightened, Sickened, Slowed, Stunned, Stupefied, or Wounded.

Hallucinatory Haunting Free Action

Trigger The popobawa moves an object with Mage Hand or Telekinetic Haul, controls a creature with Dominate, or casts Animated Assault


Effect The popobawa casts Ghost Sound or Ventriloquism, with the sound originating from the target or area of the spell.

Shameful Loathing (curse, emotion, enchantment, mental, occult)

A creature damaged by the popobawa's jaws is overcome with shame and self-hatred and must attempt a DC 36 will save.


Success The target is unaffected.

Failure The target becomes Stupefied 1 until the curse is removed.

Critical Failure As failure, but the target is also Doomed 1.

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.


Occult Innate Spells (DC 36, +28 to hit)

Cantrips (8th Level): Ghost Sound, Mage Hand
1st Level: Ventriloquism (At Will)
2nd Level: Animated Assault, Telekinetic Maneuver
3rd Level: Clairaudience (At Will)
4th Level: Clairvoyance (At Will)
5th Level: Telekinetic Haul
6th Level: Dominate


Cruel shapechangers, popobawas feed on negative emotions, particularly fear, despair, and anguish. Though they're dangerously strong carnivores that drink the blood of their victims, their greatest pleasure lies in mesmerizing victims to cause suffering and spread chaos. A popobawa moves about populated areas in disguise, seeking new victims and revisiting past victims to bask in their suffering, spreading gossip and incriminating innocents for its crimes while still relishing its own loathsome infamy.


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.

Humanoid

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