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Venexus's ChosenCreature 6


RareLEMediumBeastBeastkinHumanoid
Source Pathfinder #176: Lost Mammoth Valley
Perception +14 (darkvision, scent (imprecise) 30 feet)
Languages Common, Draconic, Hallit
Skills Acrobatics +14, Athletics +11, Intimidation +10, Stealth +12
Str +3, Dex +4, Con +2, Int +1, Wis +2, Cha +0

AC 23; Fort +14; Reflex +16; Will +14;
HP 115
Speed 35 feet
Weaknesses Fire 5
Resistances Cold 5

Fist One Action +16 (+12, +8) to hit (agile, finesse, magical, nonlethal, unarmed) 1d6+5 Bludgeoning
Tail One Action +16 (+11, +6) to hit (finesse, magical, reach 10, unarmed) 1d10+5 Bludgeoning

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.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Tail Lash Reaction

Trigger A creature within reach of the chosen's tail Strike uses an action to Strike or attempt a skill check


Effect Venexus's chosen attempts to Strike the triggering creature with their tail. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.

Effect: Tail Lash (Attack Roll)

Effect: Tail Lash (Skill Check)

Change Shape One Action (concentrate, polymorph, primal, transmutation)

Venexus's chosen changes between their humanoid shape and hybrid shape. They gain a tail unarmed Strike while in their hybrid shape.

Flurry of Blows One Action

Frequency once per round


Effect Venexus's chosen makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.

Ice Walk

Venexus's chosen ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice.

Powerful Fists

Venexus's chosen's fist Strikes are treated as cold iron and silver, and the chosen doesn't take penalties when making lethal attacks.

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.


Effect The monster knocks the target Prone.


Primal Innate Spells (DC 24, +16 to hit)



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.

Beastkin

Humanoids that can partially or fully transform into animal forms.

Humanoid

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