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Arskuva the GnasherCreature 12


MediumEvilMinionUndeadUnholy
Source Pathfinder #154: Siege of the Dinosaurs
Perception +22 (darkvision)
Languages Draconic, Sakvroth
Skills Athletics +25, Intimidation +20
Str +7, Dex +0, Con +5, Int -2, Wis +4, Cha +2

AC 31; Fort +25; Reflex +18; Will +22;
HP 270
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Vitality 15

War Flail One Action +25 (+20, +15) to hit (disarm, magical, sweep, trip) 3d10+11 Bludgeoning + 1d6 Fire
Jaws One Action +23 (+18, +13) to hit (unarmed) 3d8+11 Piercing
Claw One Action +23 (+19, +15) to hit (agile, unarmed) 3d4+11 Slashing

Minion

Arskuva can't use reactions. If Helg issues a mental command as an action with the concentrate trait, Arskuva can use 2 actions on her turn. Otherwise, she can use only 1 action to Stride or Strike.



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Minion

Minions are creatures that directly serve another creature. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect, like a summoned minion, you Sustain the effect; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. You can have a maximum of four minions under your control.

A minion has only 2 actions and 0 reactions per turn, though certain conditions (such as slowed or quickened) or abilities might give them a reaction that they can use. Alterations to a minion's actions occur when they gain their actions for the round. A minion can't control other creatures.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.