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RoruCreature 7


UncommonCEMediumDemonFiend
Source Pathfinder #176: Lost Mammoth Valley
Perception +16 (darkvision, scent (imprecise) 60 feet)
Languages Abyssal, Celestial, Draconic, Speak With Animals, Telepathy 100 Feet
Skills Acrobatics +15, Athletics +17, Intimidation +15, Nature +14, Survival +16
Str +6, Dex +4, Con +2, Int +0, Wis +3, Cha +2

AC 25; Fort +15; Reflex +17; Will +12;
HP 120
Speed 40 feet
Weaknesses Coldiron 5, Good 5

Jaws One Action +18 (+13, +8) to hit (magical) 2d10+8 Piercing + 1d6 Evil
Claw One Action +18 (+14, +10) to hit (agile, magical) 2d6+8 Slashing + 1d6 Evil

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.

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.

Disobedience Vulnerability

The first time each round an attempt to Command an Animal fails within 60 feet of a roru, the roru takes 4d6 mental damage (10d6 if the roru failed the attempt).

Predatory Aura (aura)

Aura 30 feet.

An animal or beast entering or starting its turn in the emanation must succeed at a DC 25 will save or become Frightened 1 (frightened 2 on a critical failure). Frightened animals within the emanation can't attack the roru. A creature that succeeds at a saving throw against predatory aura is immune for 24 hours.

Incite Ferocity One Action (divine, enchantment, mental)

The roru focuses its corruption on an animal or beast it can see within 30 feet. The creature must succeed at a DC 25 will save or become Confused for 1d4 rounds. The confused creature can't attack the roru. A creature that succeeds at its saving throw is temporarily immune to Incite Ferocity for 24 hours.

Wear Pelt Two Actions (divine, manipulate, transmutation)

The roru dons the pelt of an adjacent dead animal, transforming into its lookalike. The roru becomes the same size and gains the same Speeds as the target animal. The roru loses its claw and jaws unarmed Strikes and gains the types of melee Strikes of the animal whose pelt it wears. The Strike deals damage equal to the roru's jaws Strike or, if the Strike has the agile trait, the roru's claw Strike. Either way, the damage type changes to match the new unarmed attack. While a roru wears a pelt, half of physical damage dealt to the roru is instead dealt to the pelt. A pelt has Hardness 5 and 25 HP. When a pelt reaches 0 HP, the roru is immediately expelled from the pelt and it is destroyed.


Divine Innate Spells (DC 25, +17 to hit)

2nd Level: Speak with Animals (Constant)
4th Level: Dimension Door, Dimension Door (At Will)
6th Level: Dominate (Animals Only)

Ritual

1st Level: Abyssal Pact


Rorus, sometimes called hunter demons, are brutal fiends that arise from the souls of mortals who mutilated animal corpses. As demons, these individuals don animal pelts, then infiltrate packs or herds to corrupt entire swaths of animals, turning their victims bloodthirsty and feral.


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.