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Saurian WarmongerCreature 16


UncommonNEHugeDinosaurHumanoid
Source Pathfinder #156: The Apocalypse Prophet
Perception +31 (darkvision)
Languages Common, Ignan, Sylvan, Speak With Animals
Skills Athletics +32, Crafting +28, Intimidation +28, Nature +30, Survival +30
Str +8, Dex +5, Con +6, Int +4, Wis +6, Cha +4

AC 39; Fort +26; Reflex +25; Will +28;
HP 340
Speed 40 feet
Resistances Fire 10

Spear One Action +32 (+27, +22) to hit (magical, reach 15) 3d6+16 Piercing
Mancatcher One Action +31 (+26, +21) to hit (magical, reach 20) 2d6+16 Slashing
Jaws One Action +30 (+25, +20) to hit (deadly d12, reach 15) 3d10+16 Piercing
Tail One Action +30 (+26, +22) to hit (agile, finesse, reach 10, trip) 3d6+16 Bludgeoning
Spear One Action +32 (+27, +22) to hit (magical, thrown 20) 3d6+16 Piercing

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.

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.

Boneshaking Roar Two Actions (incapacitation, sonic)

The saurian warmonger bellows, evoking the power of the primordial world.

Non-dinosaur creatures within 30 feet take 10d6 sonic damage (DC 34 basic fortitude save). On a failed save, a creature is also Slowed 2 for 1 round (Stunned 1d4 on a critical failure).

The saurian can't use Boneshaking Roar again for 1d4 rounds.

Primordial Balance

A warmonger wields their mancatcher in one hand.

Restrain

When the warmonger makes a successful mancatcher Strike, their target must succeed at a DC 34 reflex save or become grabbed until the end of the warmonger's next turn.

Each time the creature fails an attempt to Escape the warmonger, it takes 2d6 piercing damage.

Three-Limbed Lunge One Action

The saurian warmonger makes three Strikes: one Strike each with the weapons in their hands and one Strike with their tail. They can perform these attacks in any order, though each counts toward their multiple attack penalty as normal.

After making a Three-Limbed Lunge, the warmonger is Flat-Footed until the beginning of their next turn.

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.


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

2nd Level: Speak with Animals (Constant)
3rd Level: Animal Vision (At Will) (Dinosaurs Only)
4th Level: Air Walk


These saurians adopt warfare as their primary role and greatest calling. They particularly excel at taking slaves.


Enormous tyrannosaurus-humanoids, saurians are ancient beings who predate the rise of humans and dwell in the world's primeval jungles. While the saurians presented here are evil, saurians of all alignments exist.


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.