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Qxal, The Thorned MonarchCreature 9


UniqueCEMediumFey
Source Pathfinder Society Scenario #2-00: The King in Thorns
Perception +21 (low-light vision)
Languages Common, Sylvan, Speak With Plants; Tongues
Skills Acrobatics +18, Deception +23, Nature +19, Stealth +20, Thievery +18
Str +3, Dex +5, Con +2, Int +3, Wis +4, Cha +6

AC 27; Fort +15; Reflex +21; Will +18;
HP 188
Speed 20 feet (burrow 20 feet, fly 40 feet)
Weaknesses Coldiron 10

Proboscis One Action +21 (+16, +11) to hit (deadly d12) 2d12+9 Slashing
Tendril One Action +21 (+17, +13) to hit (agile, reach 10) 2d10+9 Slashing
Thorn One Action +21 (+16, +11) to hit (range 60) 2d4+9 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Hallucinatory Scale Dust (aura, illusion, mental)

Aura 30 feet

Fey glamours shed from Qxal's wings like scale dust, causing hallucinations. A creature entering the aura or starting its turn in the area must attempt a DC 25 will save.


Critical Success The creature is unaffected and is temporarily immune to the scale dust for 24 hours.

Success The creature is unaffected.

Failure The creature hallucinates that it is beginning to transform into a plant or animal native to their homeland, becoming either Clumsy 1, Enfeebled 1, or Stupefied 1, at Qxal's choice. The condition lasts for 1 hour. Each time a creature fails this save, Qxal can choose an additional condition.

Critical Failure As failure, but the condition value is 2 (Clumsy 2, Enfeebled 2, or Stupefied 2).

At-Will Spells

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

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Blood Siphon Reaction

Trigger A creature within 60 feet takes Persistent Bleed Damage.


Effect The shed blood disperses into a fine mist that Qxal siphons up with their proboscis. Qxal regains 14 HP.

Cooperative Growth One Action

Requirements Qxal's last action was a successful Strike against a creature adjacent to a natural surface.


Effect Vines sprout from the surface, wrapping around the target's limbs. The creature gains the Grabbed condition. To escape, the creature must succeed on a DC 28 Escape check or break the vines (AC 20, Hardness 4, HP 36, BT 18, weakness 10 to slashing).

Flutter One Action

Qxal Flies. Any creature they pass within 30 feet of during their Flutter is exposed to their hallucinatory scale dust.

Grasping Visions One Action (illusion, mental, primal)

Qxal causes one creature within 60 feet who is under a condition from Qxal's hallucinatory scale dust aura to see visions of grasping vines and swarming insects, impeding the target's every move. All squares count as difficult terrain for that creature until the end of Qxal's next turn, and during that time they gain no benefit from any ability that would allow them to ignore difficult terrain.

Secret Spells One Action

Qxal knows how to disguise the manifestations of their spellcasting to catch their foes off guard. If the next action they use is Casting a Spell that has a verbal component, they can remove the verbal component. This makes the spell quieter and allows them to cast it in areas where sound can't carry. Additionally, if Qxal has cover or greater cover against or is Concealed from one or more observers while Casting a Spell, they can attempt a stealth check against one or more of those observers' Perception DC. If they succeed at their check against an observer's DC, that observer doesn't notice Qxal is casting a spell.

Woodland Stride

Qxal can pass freely through even the densest jungle. They ignore difficult terrain caused by plants, including plants manipulated by magic.


Primal Spontaneous Spells (DC 28, +20 to hit)

Cantrips (5th Level): Acid Splash, Electric Arc, Message, Produce Flame, Tanglefoot
1st Level (4 slots): Fear, Heal, Phantom Pain, Shockwave, Ventriloquism
2nd Level (4 slots): Deafness, Dispel Magic, Entangle, Faerie Fire, Fungal Hyphae
3rd Level (4 slots): Blindness, Earthbind, Lightning Bolt, Slow, Wall of Thorns
4th Level (4 slots): Confusion
5th Level (3 slots): Cloudkill, Cone of Cold, Synesthesia

Primal Innate Spells (DC 28, +20 to hit)

1st Level: Command (At Will), Illusory Disguise (At Will)
2nd Level: Invisibility (At Will)
4th Level: Hallucinatory Terrain (At Will), Speak with Plants (Constant)
5th Level: Illusory Scene, Tongues (Constant)



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.

Fey

Creatures of the First World are called the fey.