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Shobhad Hunter (7-8)Creature 6


RareNLargeHumanoidShobhad
Source Pathfinder Society Special #3-99: Fate in the Future
Perception +16 (darkvision)
Languages Akitonian, Shobhad
Skills Acrobatics +12, Athletics +15, Intimidation +10, Nature +14, Stealth +12, Survival +14
Str +5, Dex +2, Con +4, Int +0, Wis +4, Cha +0

AC 21; Fort +16; Reflex +12; Will +14;
HP 115
Speed 30 feet

Falchion One Action +17 (+12, +7) to hit (forceful, reach 10, sweep) 1d10 + 9 Slashing
Javelin One Action +14 (+9, +4) to hit (range increment 30, thrown) 1d6 + 9 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.

Cold Adaptation

Shobhads reduce the effects they suffers from cold environments by one step.

Four-Armed

Shobhads have four arms, which allows them to wield and hold up to four hands' worth of weapons and equipment. While this increases the number of items they can have at the ready, it doesn't increase the number of actions shobhads can take during combat.

Ferocity Reaction

Trigger The monster is reduced to 0 HP.


Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability

Shield Block Reaction

Trigger The monster has its shield raised and takes damage from a physical attack.


Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Determined Charge Two Actions

The shobhad hunter Strides, ignoring non-magical difficult terrain and uneven ground. If the shobhad ends their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.

Four-Armed

Shobhads have four arms, which allows them to wield and hold up to four hands' worth of weapons and equipment. While this increases the number of items they can have at the ready, it doesn't increase the number of actions shobhads can take during combat.

Hunt Prey One Action (concentrate)

The shobhad hunter designates a single creature they can see and hear, or one they're Tracking, as their prey. The shobhad hunter gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. This effect lasts until the shobhad hunter uses again.

Precision Edge

The first time the shobhad hunter hits their hunted prey in a round, they deal an additional 1d8 precision damage.



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.