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Starved StaffCreature 14


UniqueNEHugeUndead
Source Pathfinder #154: Siege of the Dinosaurs
Perception +26 (darkvision)
Languages Common, Can't Speak Any Language
Skills Athletics +29, Intimidation +26
Str +8, Dex +4, Con +5, Int -3, Wis +3, Cha +3

AC 32; Fort +24; Reflex +16; Will +21;
HP 250 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Cold 10, Electricity 10, Fire 10, Piercing 10, Slashing 10

Jaws One Action +29 (+24, +19) to hit (reach 10) 3d12+16 Piercing
Claw One Action +29 (+25, +21) to hit (agile, reach 15) 3d8+16 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.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Starvation Aura (aura, divine, mental, necromancy)

60 feet Aura

Any creature that ends its turn in the aura feels the intense pain of starvation and must attempt a DC 32 fortitude save. On a failure, the creature becomes Fatigued and takes 7d6 damage. Damage and fatigue a creature takes from this aura can't be healed until the affected creature has eaten a full meal.

Breath Weapon Two Actions (divine, necromancy)

The gashadokuro breathes a spray of bone shards in a 30-foot cone. Each creature in the area takes 9d12 piercing damage (DC 36 basic reflex save).

It can't use Breath Weapon again for 1d4 rounds.

Corpse Consumption (divine, necromancy)

If the gashadokuro kills a creature with Swallow Whole, it immediately regains Hit Points equal to the swallowed creature's level. As long as the gashadokuro still exists, creatures consumed in this way can't be resurrected except by Wish or a similarly powerful effect.

Swallow Whole One Action (attack)

Large, 3d10 bludgeoning, Rupture 26


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

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.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.