🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

TenomeCreature 4


NEMediumHumanoid
Source Pathfinder #158: Sixty Feet Under
Perception +14 (darkvision)
Languages Common
Skills Acrobatics +12, Athletics +11, Deception +10, Intimidation +10, Stealth +12, Survival +8
Str +4, Dex +5, Con +3, Int +0, Wis +0, Cha +2

AC 21; Fort +13; Reflex +15; Will +12;
HP 60
Speed 25 feet

Claw One Action +14 (+10, +6) to hit (agile) 2d6+4 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.

Obscuring Grab

While the tenome is Grabbing a creature, all other creatures are Concealed to the tenome.

Bone Drink Two Actions (healing, necromancy, occult)

Requirement The tenome has a creature grabbed or restrained


Effect The tenome makes a jaws Strike against the grabbed or restrained creature. If the Strike hits, the creature must succeed at a DC 18 fortitude save or become Drained 1 (or the value of the creature's drained condition increases by 1 if it already has a drained value, to a maximum of drained 4).

The tenome regains 1d8 Hit Points each time it uses Bone Drink.

Burst of Speed One Action

The tenome Strides twice, Steps twice, or Steps and Strides (in either order).

It cannot use Burst of Speed again for 1d4 rounds.

Terrifying Gaze One Action (emotion, enchantment, fear, incapacitation, mental, occult, visual)

1 or 2 actions

A tenome can gaze at a creature within 30 feet by presenting one of its eyes. The target must succeed at a DC 21 will save or become Frightened 1. If the tenome uses 2 actions and presents both of its eyes, the target is also Paralyzed if it fails the save.

A creature that successfully saves is temporarily immune for 24 hours.

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

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.