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Terwa ChosenCreature 8


UncommonLNMediumHumanoidLizardfolk
Source Pathfinder #171: Hurricane's Howl
Perception +19
Languages Common, Iruxi
Skills Acrobatics +16, Lore +14, Athletics +18, Diplomacy +14, Intimidation +14, Religion +18
Str +6, Dex +4, Con +4, Int +0, Wis +4, Cha +2

AC 27; Fort +18; Reflex +16; Will +15;
HP 140
Speed 25 feet

Mambele One Action +20 (+15, +10) to hit (disarm, deadly d8) 2d6+9 Slashing
Claws One Action +18 (+14, +10) to hit (agile, finesse) 2d6+6 Slashing
Mambele One Action +18 (+13, +8) to hit (disarm, deadly d8, thrown 20) 2d6+9 Slashing

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.

Born Lucky Reaction (divine)

Frequency once per day Trigger The Terwa chosen rolls a success or a critical failure on a check


Effect The Terwa chosen improves the triggering roll by one degree of success, only from a success to a critical success or from a critical failure to a failure.

Deep Breath

A Terwa chosen can hold their breath for 10 minutes.

Celestial Might Two Actions

Frequency once per round


Effect The Terwa chosen calls upon the stars to empower their attack. They attempt a Strike. If the Strike hits, the Terwa chosen deals an additional 2d6 precision damage.

Champion's Star One Action (divine, divination, fortune)

Frequency once per hour


Effect The Terwa chosen looks to the sky for a star to guide their attack. The Terwa chosen gains the effects of True Strike.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

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

Lizardfolk

These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.