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ThrasfyrCreature 17


RareCEHugeBeastFireTane
Source Pathfinder Bestiary 2
Perception +31 (darkvision, see invisibility)
Languages Aklo, Sylvan
Skills Athletics +34, Intimidation +31
Str +9, Dex +5, Con +9, Int -3, Wis +6, Cha +6

AC 40; Fort +35; Reflex +28; Will +27; +1 status to all saves vs. magic
HP 350 (regeneration 25 (deactivated by acid or cold)
Speed 40 feet (climb 40 feet)
Immunities fire
Weaknesses Cold 15, Coldiron 15
Resistances Physical 15

Chain One Action +34 (+29, +24) to hit (magical, reach 15) 3d10+17 Bludgeoning
Jaws One Action +32 (+27, +22) to hit (magical, reach 10) 3d6 Fire + 3d6+15 Piercing
Claw One Action +32 (+28, +24) to hit (agile, magical, reach 10) 3d8+15 Slashing
Horn One Action +32 (+27, +22) to hit (fatal d12, magical, reach 10) 3d12+15 Piercing

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.

Planar Acclimation

The thrasfyr always treats the plane it is located on as its home plane.

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 25 (deactivated by acid or cold)

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.

Breath Weapon Two Actions

The thrasfyr's serpent tail breathes a blast of flame in a 50-foot cone, dealing 10d12 fire damage (DC 40 basic reflex save).

It can't use Breath Weapon again for 1d4 rounds.

Rider's Bond One Action (divination, mental, primal)

The thrasfyr designates one creature as its rider by touching the rider with its claw. The thrasfyr and rider can communicate with each other telepathically at any range on the same plane and are aware of each other's present state, direction from each other, distance from each other, and any conditions affecting either.

Tangling Chains Two Actions (incapacitation, primal, transmutation)

The thrasfyr thrashes its chains in all directions. Each creature in a 15-foot emanation takes 18d6 bludgeoning damage (DC 38 basic reflex save); creatures that fail are Immobilized until the start of the thrasfyr's next turn.

The thrasfyr can't use Tangling Chains or make chain Strikes for 1d4 rounds.

Whirling Frenzy Two Actions

The thrasfyr makes a jaws Strike, a horn Strike, and two claw Strikes, each against a different target. Each attack counts toward the thrasfyr's multiple attack penalty, but the penalty doesn't increase until after all the attacks.

Improved Knockdown Free Action

The monster can use Knockdown as a free action triggered by a hit with its initial attack.


Primal Innate Spells (DC 37, +27 to hit)

2nd Level: See Invisibility
4th Level: Air Walk (Constant)
9th Level: Teleport (Self and rider only)


As bizarre in appearance as they are ferocious, thrasfyrs resemble six-limbed bears with bull-like horns, draconic scales, and a fire-breathing serpent for a tail. Every thrasfyr is wrapped in animated chains psychically linked to the creature's mind.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.