ViskithrelCreature 15
Source Pathfinder #156: The Apocalypse Prophet
Perception +27 (darkvision, scent (precise) 100 feet)
Languages Abyssal, (can't Speak Any Languages)
Skills Acrobatics +25, Athletics +31, Survival +27
Str +8, Dex +6, Con +4, Int -3, Wis +4, Cha -1
AC 37; Fort +25; Reflex +27; Will +23; selective scent
HP 275
Speed 40 feet (swim 20 feet)
Immunities sickened
Jaws +30 (+25, +20) to hit (reach 15) 3d10+14 Piercing + 1d10 Acid
Talon +30 (+26, +22) to hit (agile, reach 10) 3d10+14 Slashing
Tentacle +30 (+25, +20) to hit (reach 20) 1d10+14 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.
Scent (Precise) 100 feetScent 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.
Ravenous TrackerA viskithrel can detect a creature's scent up to a week after the creature has passed through or left an area, and it gains a +4 circumstance bonus to Track a creature whose scent it has detected.
Predator's LeapTrigger A creature within 10 feet of the viskithrel makes a melee Strike against it
Effect The viskithrel Steps up to 15 feet, ignoring difficult terrain as it leaps over obstacles. If this movement takes the viskithrel out of range of the triggering Strike, the Strike is disrupted. It then makes a jaws Strike against a bleeding creature.
Selective ScentA viskithrel's many-chambered snout allows it to partition and ignore scents. The creature can choose to critically succeed at any saving throw against an inhaled threat (such as inhaled poison) or olfactory effects, regardless of its roll.
Swallow Whole (attack)Large, 3d10 bludgeoning plus 2d10 acid, Rupture 25
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
GrabRequirements 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.
One of the many horrid life-forms native to Zevgavizeb's Abyssal realm of Gluttondark, viskithrels-or "gluttonraptors"-are tireless hunters resembling tentacled theropods. They are social creatures by nature and prefer to hunt in large packs, chasing down prey and tearing them apart to share with their fellow hunters. A lone viskithrel forgoes hunting to frantically seek out others of its kind, starving to death if it cannot do so. Although viskithrels attack nearly any other creatures they encounter, they virtually never fight other viskithrels; even beasts in rival packs give each other space rather than fight over territory or prey.
Other, smarter denizens of Gluttondark, such as @UUID[Compendium.pf2e.extinction-curse-bestiary.Xilvirek]{Xilvireks} herd and train viskithrels, working to convince the viskithrels that the trainer is one of their pack. This not only protects the trainer from attacks by the viskithrels, but also enables the trainer to easily direct them.
Traits
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.