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Syu Tak-nwa (Level 14)Creature 14


UniqueNMediumHumanHumanoid
Source Pathfinder #166: Despair on Danger Island
Perception +26
Languages Goblin, Taldane, Tien, Ysoki
Skills Acrobatics +26, Arcana +25, Deception +27, Medicine +23, Nature +23, Occultism +29, Society +27, Thievery +24
Str +0, Dex +4, Con +1, Int +5, Wis +3, Cha +5

AC 34; Fort +21; Reflex +27; Will +26;
HP 220
Speed 25 feet

Hair One Action +26 (+22, +18) to hit (agile, disarm, finesse, grapple, reach 10, trip, unarmed) 3d6+6 Bludgeoning
Jian One Action +24 (+20, +16) to hit (agile, finesse, magical, versatile s) 3d6+10 Piercing

Familiar

Tak-nwa's familiar is an elephant hawk moth named Yon-so. Yon-so has a fly Speed of 40 feet, darkvision, and scent as an imprecise sense to a range of 30 feet.

Empowered Hair

Tak-nwa has mastered using her prehensile hair in combat. She can use her living hair to perform precise tasks such as picking up objects and performing simple Interact actions, and she can automatically Grab with her hair, as the creature ability. She can also deliver hexes through her hair. Whenever Tak-nwa successfully casts a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if her target is within reach, as part of the spellcasting activity she can make a hair Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect.

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.


Prepared Occult Spells (DC 35, +27 to hit)

Cantrips (7th Level): Daze, Forbidding Ward, Guidance, Shield, Telekinetic Projectile
1st Level: Fear, Ray of Enfeeblement, True Strike
2nd Level: Mirror Image, Paranoia, Silence
3rd Level: Haste, Paralyze, Slow
4th Level: Blink, Confusion, Phantom Pain
5th Level: Black Tentacles, Chilling Darkness, Synesthesia
6th Level: Feeblemind, Repulsion, True Seeing
7th Level: Duplicate Foe, Mask of Terror, Warp Mind

Focus Spells (DC 35, +27 to hit)

Cantrips (7th Level): Evil Eye
7th Level: Cackle, Curse of Death, Malicious Shadow, Needle of Vengeance



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.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.