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Spellscar Sky MarauderCreature 5


UncommonCEMediumHumanoidMutant
Source Pathfinder #179: Cradle of Quartz
Perception +12 (darkvision)
Languages Common, Sphinx
Skills Acrobatics +13, Arcana +11, Athletics +13, Intimidation +10, Lore +13, Stealth +13
Str +4, Dex +4, Con +5, Int +0, Wis +3, Cha -1

AC 22; Fort +12; Reflex +13; Will +10;
HP 85
Speed 30 feet (fly 40 feet)
Immunities disease
Resistances Acid 5

Scimitar One Action +15 (+10, +5) to hit (forceful, magical, sweep) 2d6+6 Slashing
Talon One Action +15 (+11, +7) to hit (agile, finesse) 2d4+6 Slashing

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.

Acidic Pustules

The marauder's skin is covered with necrotic boils that burst when struck. Whenever a creature deals slashing or piercing damage to the marauder, each creature within 5 feet takes 2d6 acid damage (DC 22 basic reflex). On a critically failed save, a creature also takes 1d4 Persistent Acid Damage.

Runic Resistance Reaction (abjuration, arcane)

Trigger The marauder takes damage from a Strike or spell effect


Effect The marauder's protective runic tattoos glow, granting them resistance 5 to one damage type dealt by the triggering attack.

This resistance applies against the triggering effect and lasts for 1 minute or until the marauder uses this ability again, whichever comes first. If the triggering effect deals multiple damage types, the marauder chooses which type to resist.

Effect: Runic Resistance

Mana Fever (disease)

A creature can't remove the fatigued condition while infected

Saving Throw DC 22 fortitude


Onset 1 day

Stage 1 Fatigued and Stupefied 1 (1 day)

Stage 2 fatigued and Stupefied 2 (1 day)

Stage 3 fatigued and Stupefied 3 (1 day)

Stage 4 gain immunity to mana fever and become a Mana Wastes mutant

Paired Strike Two Actions

Requirements The maftet is wielding two scimitars


Effect The maftet makes two Strikes against the same target, one with each of their scimitars. The maftet combines the damage of any attacks that hit and applies resistances and weaknesses only once. This counts as one attack when calculating the maftet's multiple attack penalty.

Powerful Scimitars (arcane, evocation)

Any non-magical scimitar becomes a +1 striking scimitar while a spellscar sky marauder wields it.

Raptor Dive Three Actions

Requirements The marauder is flying at least 10 feet above the target


Effect The marauder Flies up to twice their fly Speed and makes a Paired Strike at the end of the movement. If both Strikes hit, the target is also knocked Prone.


Arcane Innate Spells (DC 22, +14 to hit)

Cantrips (3rd Level): Sigil
1st Level: Sanctuary, True Strike



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.