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TolokandCreature 15


RareNELargeAberration
Source Pathfinder Bestiary 3
Perception +27 (darkvision, smoke vision)
Languages No Voice, Tongues
Skills Acrobatics +25, Athletics +29, Intimidation +22, Survival +31
Str +8, Dex +6, Con +7, Int +5, Wis +6, Cha -3

AC 36; Fort +30; Reflex +25; Will +25; +2 status to all saves vs. primal magic
HP 245
Speed 120 feet
Immunities disease, immobilized, poison
Resistances Acid 15, Negative 15

Hand One Action +31 (+26, +21) to hit (reach 10) 2d12+16 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.

Smoke Vision

Smoke doesn't impair a tolokand's vision; it ignores the Concealed condition from smoke.

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.

+2 Status to All Saves vs. Primal MagicHeartless Furnace (aura, conjuration, occult)

50 feet Aura


2d6 poison damage (DC 34 basic fortitude save).

The poisonous smoke that bellows from a tolokand makes all creatures inside it Concealed, and all creatures outside the smoke are concealed to creatures within it.

Inexorable

The tolokand recovers from the Paralyzed, Slowed, and Stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and ignores difficult terrain and greater difficult terrain.

Toxic Blood

When a creature scores a critical hit against the tolokand with a piercing or slashing Strike, the tolokand's poisonous, oily blood sprays forth. Any creature within 5 feet of the tolokand takes 3d6 poison damage (DC 34 basic reflex save). Any non-creature plants the blood spills on die.

Blighted Footfalls

Whenever the tolokand ends a move action during which it moved 30 feet or farther, it automatically casts one of its innate spells as a free action.

Sudden Destruction One Action

Requirements The tolokand hasn't cast any of its spontaneous spells this turn


Effect The tolokand casts one of its spontaneous spells, using up the spell slot normally. The tolokand can't cast any further spontaneous spells this turn and can't use this ability again for 1d4 rounds.


Occult Spontaneous Spells (DC 37, +29 to hit)

5th Level: Cloudkill
7th Level: Volcanic Eruption
8th Level (3 slots): Earthquake, Horrid Wilting

Occult Innate Spells (DC 37, +29 to hit)

2nd Level: Endure Elements (Constant), Sudden Blight (At Will)
3rd Level: Earthbind (At Will), Haste (At Will) (Self Only)
4th Level: Air Walk (Constant)
5th Level: Tongues (Constant)


Streams run dry. The earth cracks. Green leaves brown and shatter. And the creature walks on.

The faceless, unknowable tolokands wander the land, bringing desolation with every footfall-belching poisonous smoke, blighting plant life, cracking the earth asunder, and even staining the ground with their foul blood. They turn habitable places into wastelands, which has earned tolokands the name "waste walkers."

These walking forces of destruction don't make their motives known. They remain unmoved by any pleas or threats levied at them, and they fight off attacks only so that they can return to their grim business. However, they have one consistent tendency: they travel to environments on the brink. A tolokand appears in a land wracked by famine or a natural disaster to give it the last push into oblivion.

Tolokands are mercifully few in number. Since they appear so rarely, it's unclear whether there are just a few individuals or several dozen. Clearly, more than one exists, though, because their patterned soles are as distinctive as fingerprints. Often, these smoking footprints are all that remain in a blighted land.


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.