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Rai Sho PostulantCreature 16


RareNLargeHumanoid
Source Pathfinder #168: King of the Mountain
Perception +30 (darkvision, scent (imprecise) 30 feet)
Languages Aklo, Taldane, Tien
Skills Athletics +33, Stealth +28, Survival +27
Str +9, Dex +5, Con +6, Int +2, Wis +6, Cha +2

AC 39; Fort +30; Reflex +27; Will +29; +4 status to all saves vs. fear and dreams
HP 360
Speed 60 feet (climb 20 feet)
Immunities cold
Weaknesses Fire 10

Claw One Action +33 (+28, +23) to hit (magical) 3d10+17 Slashing
Icicle One Action +31 (+26, +21) to hit (cold, magical, thrown 20) 2d8+17 Piercing + 1d8 Cold

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

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.

+4 status to all saves vs. fear and dreamsNightmare Guardian

rai sho postulants gain a +4 status bonus to saves against fear and against spells and abilities that affect dreams. A rai sho postulant that falls prey to a supernatural nightmare loses this ability and becomes permanently enraged, gaining a +1 status bonus to attack and damage status bonus to attack and damage rolls and a -1 status penalty to AC.

Nine Seals Spellcasting

The Rai Sho postulants have learned a technique that allows them to cast their ki spells more effectively by way of specialized hand postures. They replace the normal somatic and verbal components of their spells with nine seals components; these require that the caster have a hand free, but don't add any traits to the Cast a Spell action (preventing the Rai Sho postulants from triggering certain reactions, such as Attack of Opportunity, when they Cast a Spell).

Snowblind

When Hiding, the yeti is Concealed by any snowfall, even if it's not thick enough to make other creatures concealed.

Vanish Reaction

Trigger The rai sho postulant is hidden or undetected while not in combat, and a creature would observe it.


Effect The rai sho postulant Strides or Climbs up to half its Speed to a location where it can Hide, then Hides. If its new Stealth check result meets or exceeds the triggering creature's Perception DC, the yeti remains hidden.

Frozen Flurry One Action (cold)

Frequency once per round


Effect The Rai Sho postulant makes two Strikes, which can be any combination of claw or icicle Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. If either Strike hits and deals damage, the target must succeed at a DC 37 fortitude save or be Stunned 1 (or Stunned 3 on a critical failure); this save has the incapacitation trait.

Grizzly Arrival Free Action (emotion, fear, mental)

Trigger The rai sho postulant hits a creature in the first round of combat and the rai sho postulant was Hidden from that creature at the start of combat.


Effect Each enemy within 30 feet that witnesses the attack (including the target of the attack) must attempt a DC 37 will save. On a failure, the creature is Frightened 2; on a critical failure, it's Frightened 4.


Innate Divine Spells (DC 37, +29 to hit)

8th Level: Obscuring Mist (manifests snowfall instead of mist)



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Humanoid

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