🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Takatorra (Level 13)Creature 13


UniqueCGMediumHumanoidTengu
Source Pathfinder #167: Ready? Fight!
Perception +25 (low-light vision)
Languages Nagaji, Taldane, Tengu, Tien
Skills Acrobatics +21, Athletics +28, Intimidation +19, Performance +19
Str +5, Dex +2, Con +5, Int +1, Wis +3, Cha +0

AC 32; Fort +26; Reflex +23; Will +25;
HP 300
Speed 25 feet

Tengu gale blade One Action +26 (+22, +18) to hit (agile, disarm, finesse, magical, tengu) 3d6+13 Slashing
Beak One Action +24 (+19, +14) to hit (finesse, unarmed) 1d6+13 Piercing
Composite Longbow One Action +22 (+17, +12) to hit (cold, deadly d10, propulsive, range increment 100, volley 30) 2d8+8 Piercing + 1d6 Cold

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Soaring Flight Two Actions (morph, primal, tengu, transmutation)

Frequency once per day


Effect Takatorra expands their wings, gaining a 25-foot fly Speed for 5 minutes.

Attack of Opportunity Reaction

If Takatorra's Attack of Opportunity is a critical success, they can choose to automatically Disarm the targeted creature in addition to dealing damage.


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.

Blade Barrage Three Actions

Takatorra unleashes a flurry of attacks. Takatorra makes five melee Strikes. Their multiple attack penalty applies as normal. They gain a cumulative +2 circumstance bonus to damage for each successful Strike. If one target is hit with at least two of these Strikes, they also take 2d6 Persistent Bleed Damage. They then become Stunned 1 and Flat-Footed until the start of their next turn.

Disarming Whirl Two Actions (flourish)

Takatorra spins, striking at their foes' weapons. Takatorra attempts an Athletics check to Disarm against each enemy within melee reach. Each attempt counts toward Takatorra's multiple attack penalty, but the penalty doesn't increase until they have made all the attempts.



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.

Humanoid

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

Tengu

A creature with this trait is a member of the tengu ancestry. Tengus are humanoids who resemble birds. An ability with this trait can be used or selected only by tengus. An item with this trait is created and used by tengus.