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Taiga YaiCreature 15


NEHugeFiendGiantHumanoidOni
Source Pathfinder #167: Ready? Fight!
Perception +30 (greater darkvision)
Languages Common, Jotun, Speak With Animals
Skills Acrobatics +29, Arcana +26, Athletics +27, Deception +27, Intimidation +27, Nature +30, Survival +32
Str +6, Dex +8, Con +8, Int +5, Wis +7, Cha +6

AC 36; Fort +27; Reflex +29; Will +30; +1 status to all saves vs. magic
HP 270 (regeneration 15 (deactivated by fire)
Speed 40 feet (fly 40 feet)

Fist One Action +27 (+23, +19) to hit (agile, evil, magical, reach 15) 2d6 Acid + 3d8+12 Bludgeoning
Acid Missile One Action +29 (+24, +19) to hit (acid, evil, magical, range increment 60, reload 0) 3d8+10 Acid
Shortbow One Action +31 (+26, +21) to hit (deadly 2d10, range increment 60) 3d6 Piercing

Greater Darkvision

A creature with greater 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 creature with greater darkvision, however, can see through even these forms of magical darkness.

Botanic Interruption Reaction (evocation, primal)

Trigger The taiga yai is standing in natural foliage or undergrowth and is targeted by a melee attack


Effect The taiga yai infuses their power within the plants around them, causing the plants to shoot up and create a protective barrier. The taiga yai gains a +2 circumstance bonus to AC against the triggering attack roll. If the attack misses, the attacker must attempt a DC 33 reflex save. On a failed save, the attacker is Immobilized for 1 round as the plants grab hold of them; on a critical failure, the attacker is also knocked Prone.

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.

+1 status to all saves vs. magicRegeneration 15 (Deactivated by Fire)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Change Shape One Action (concentrate, polymorph, primal, transmutation)

The taiga yai takes on the appearance of a Taiga Giant. This doesn't change their Speed or Strike attack and damage.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Return to Nature One Action (earth, manipulate)

The taiga yai commands underground plant roots to drag a creature within 60 feet into the earth. The target must succeed at a DC 35 fortitude save or be Immobilized for 1d4 rounds. After this time, the creature is buried; it is Grabbed, begins to suffocate, and takes 4d6 bludgeoning damage each round they remain buried. To Escape either while immobilized or grabbed, the creature must succeed at a DC 35 Escape check or an adjacent ally must succeed at a DC 33 athletics check to pull them out.


Innate Primal Spells (DC 34, +26 to hit)

1st Level: Summon Animal
2nd Level: Darkness, Entangle (at will), Invisibility (at will, self only), Speak with Animals (constant)
3rd Level: Shifting Sand
6th Level: Tangling Creepers
8th Level: Earthquake


Wearing the visage of taiga giants, taiga yais generally travel in a solitary fashion, always yearning for new experiences and destinations. They are zealous in their love of nature in its purest form and gleefully destroy any established civilizations that they encounter before continuing onwards.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Humanoid

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