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Saurian WorldwatcherCreature 18


UncommonNEHugeDinosaurHumanoid
Source Pathfinder #156: The Apocalypse Prophet
Perception +34 (darkvision)
Languages Common, Ignan, Sylvan, Speak With Animals
Skills Acrobatics +35, Athletics +33, Diplomacy +32, Intimidation +32, Nature +34, Stealth +35, Survival +34
Str +7, Dex +9, Con +6, Int +5, Wis +8, Cha +6

AC 43; Fort +30; Reflex +33; Will +32;
HP 330
Speed 40 feet
Resistances Fire 15

Naginata One Action +35 (+30, +25) to hit (deadly d8, magical, reach 20, versatile p) 3d8+19 Slashing
Jaws One Action +33 (+28, +23) to hit (deadly d12, magical, reach 15) 3d10+17 Piercing
Fist One Action +35 (+31, +27) to hit (agile, finesse, magical, reach 15) 4d10+19 Bludgeoning
Tail One Action +35 (+31, +27) to hit (agile, finesse, magical, reach 10, trip) 3d6+19 Bludgeoning
Javelin One Action +35 (+30, +25) to hit (thrown 30) 1d6+19 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.

Raptor Jaw Disarm Reaction

Frequency once per round

Trigger A creature makes a melee Strike against the worldwatcher but misses


Effect The worldwatcher breaks the triggering creature's limb or weapon. If the triggering Strike was an unarmed attack, the triggering creature takes 6d6 bludgeoning damage and becomes Clumsy 1 until the limb is reset (an Interact action with the manipulate trait). If the triggering Strike was a weapon Strike, the weapon takes 6d6 bludgeoning damage.

Boneshaking Roar Two Actions (incapacitation, sonic)

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

Non-dinosaur creatures within 30 feet take 10d6 sonic damage (DC 38 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.

Stunning Blow (incapacitation)

Whenever the worldwatcher hits a creature with their fist or naginata Strike, that creature must succeed at a DC 39 fortitude save or be Stunned 1 (Stunned 3 on a critical hit).


Primal Innate Spells (DC 40, +32 to hit)

1st Level: Summon Animal (Dinosaur Only)
2nd Level: Animal Messenger, Speak with Animals (Constant)
3rd Level: Animal Vision (At Will) (Dinosaurs Only)
4th Level: Air Walk
7th Level: Fiery Body, Volcanic Eruption


The longest-lived saurians favor introspection and take the long view of things-though this thoughtfulness should not be mistaken for weakness. Other saurians defer to worldwatchers' experience.


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.