CorbayrantCreature 16
Source Pathfinder Lost Omens Shining Kingdoms
Perception +28 (blindsight (precise) 100 feet)
Languages Common, Fey, Muan
Skills Athletics +33, Nature +29, Stealth +27, Survival +27
Str +9, Dex +5, Con +6, Int +4, Wis +5, Cha +1
AC 38; Fort +30; Reflex +27; Will +27;
HP 295
Speed 40 feet (climb 40 feet)
Immunities blinded, visual
Weaknesses Cold 15
Resistances Fire 10, Piercing 15
Fangs
+32 (+27, +22) to hit 3d12+18 PiercingStinger
+32 (+27, +22) to hit (reach 15) 3d10+15 PiercingSpine
+32 (+27, +22) to hit (propulsive) 3d6+15 PiercingVitriolic Miasma (aura)
30 feet.
Non-corbayrants take a –2 circumstance penalty to saves against poison effects and gain weakness 10 to poison damage while within the aura.
Regeneration 20 (deactivated by 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.
Reactive Strike
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Thorny HideA corbayrant's body is covered in jagged spines. Adjacent creatures that hit them with a melee attack, as well as creatures that touch them or hit them with an unarmed attack, take 4d6 piercing damage and are exposed to thorn paralysis.
Corbayrant VenomSaving Throw DC 37 fortitude
Maximum Duration 6 rounds
Stage 1 8d6 poison damage (1 round)
Stage 2 9d6 poison damage (1 round)
Stage 3 9d6 poison damage and Drained 1 (1 round)
Spine Volley
The corbayrant makes four spine Strikes, each against a different target. These attacks all count toward the corbayrant's multiple attack penalty, but the penalty doesn't increase until after the corbayrant makes their attacks.
Swallow Whole
(attack)Large, (9d6) piercing plus thorn paralysis, Rupture 30
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained 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 Off-Guard 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.
Effect: Engulf and Swallow Whole
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.
Thorn Paralysis (incapacitation, poison)The corbayrant's spines are covered in a paralyzing toxin that cause verdurous thorns to sprout from their victim's body. When a non-corbayrant creature is exposed, it attempts a DC 37 fortitude save.
Critical Success The creature is unaffected.
Success The creature sprouts spines like those of the corbayrant. For 1 minute, the creature gains the corbayrant's thorny hide ability. Allies attempting to aid the victim with touch-range spells and abilities run the risk of becoming infected themselves. At the end of the duration, the spines fall off harmlessly.
Failure As success, but the creature is also Paralyzed for 1 minute. It can attempt another Fortitude save at the end of each turn to end the paralysis, but not the spines.
Critical Failure As failure, but the creature doesn't receive a save at the end of its turn to end the paralysis.
Corbayrants are creations of the Green Mother, one of the fey called the Eldest. In the Age of Creation, she fashioned them from thorns and moss into deadly predators. When gnomes migrated to the mortal Universe, many corbayrants followed but found themselves poorly suited to life outside the First World.
Corbayrants are historically solitary, territorial creatures. They're incapable of reproducing, and without the revivifying properties of the First World, their numbers are doomed to deplete. Recently, a number of corbayrants in the Verduran Forest have overcome their natures to band together. They've been known to take their prey alive, sacrificing their victims in vile experiments in an effort to find a way to propagate corbayrant numbers.
Corbayrants look like massive clawless scorpions covered in bark and thorns. A rotting fog wafts from their bodies. In the rare instance when they deign to speak, they do so in a raspy whisper.
Traits
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.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
FeyCreatures of the First World are called the fey.
PlantVegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.