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Girtablilu SeerCreature 12


Largeโ€‹Beastโ€‹Girtabliluโ€‹Humanoidโ€‹
Source Pathfinder Monster Core 2
Perception +25 (darkvision, tremorsense (imprecise) 60 feet)
Languages Common, Girtablilu
Skills Athletics +25, Intimidation +23, Religion +25, Survival +23
Str +6, Dex +5, Con +6, Int +3, Wis +7, Cha +3

AC 33; Fort +22; Reflex +19; Will +25;
HP 210
Speed 40 feet

Pincer One Action +24 (+20, +16) to hit (agile, unarmed) 3d8 + 12 Bludgeoning
Stinger One Action +24 (+19, +14) to hit (reach 10, unarmed) 3d6 + 12 Piercing

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Divine Aegis Reaction (divine)

Trigger The girtablilu seer attempts a saving throw against a magical effect but hasn't rolled yet


Effect The seer summons divine energy to protect themself at the cost of their other magical defenses. Until the start of their next turn, they gain a +1 circumstance bonus to saving throws against non-divine magical effects and a โ€“1 circumstance penalty to saves against divine effects.

Constrict One Action

(3d8+6) bludgeoning, DC 30 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Desert Passage

A girtablilu ignores natural difficult terrain in the desert.

Girtablilu Venom (poison)

Saving Throw DC 30 fortitude

Maximum Duration 6 rounds

Stage 1 2d6 poison damage and Enfeebled 1 (1 round)

Stage 2 3d6 poison damage and enfeebled 1 (1 round)

Stage 3 3d6 poison damage and Enfeebled 2 (1 round)

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Divine Spontaneous Spells (DC 33, +0 to hit)

Cantrips (6th Level): Daze, Detect Magic, Forbidding Ward, Guidance, Read Aura
1st Level (3 slots): Cleanse Cuisine, Create Water, Harm, Heal, Sanctuary
2nd Level (3 slots): Augury, Calm, Cleanse Affliction (2x), Create Food
3rd Level (3 slots): Anointed Ground, Dream Message, Slow
4th Level (3 slots): Divine Wrath, Outcast's Curse, Unfettered Movement
6th Level (3 slots): Blessed Boundary, Spirit Blast


The highest position of authority in a girtablilu community is the group's religious leader. This sacred duty requires years of study, meditation, and dedication to awaken a mystical font of divine magic within the girtablilu. These seers ensure that every action taken by the community falls in line with even the most obscure dogma of their tradition, and they don't hesitate to turn their fury on members of their own community who violate their mandates.


Girtablilus are desert-dwelling guardians with the upper bodies of muscular humanoids and the lower bodies of massive scorpions. They are most often found defending ancient temples and religious artifacts with zealous fervor. Some believe they were created by a long-dead god millennia ago to act as guardians, but girtablilus consider the subject of their origin taboo and refuse to address the theory.

Because girtablilus accept a wide range of religions and belief systems, some outsiders believe they also worship their own ancient pantheon. In truth, girtablilus exclusively revere and protect sites dedicated to deities considered lost to civilization. In this way, they act as preservers of holy practices that have otherwise been forgotten beneath the desert's shifting sands.

Though girtablilus are used to explorers seeking entrance to the sites they defend, they might welcome those who earnestly wish to learn or offer reverence. Some even proudly share their beliefs with others, eager for the opportunity to preach to someone new. They show no mercy, however, to those who attempt to desecrate the sites and objects of their worship, or to those who would violate the tenets of their faith.

Girtablilus are skilled fighters who keep trained giant scorpions as pets, and they remain unmatched when it comes to fighting in the desert. They require relatively little food or water, and they rely on their stamina to outlast their enemies. When necessary, they can stalk their quarry for days or even weeks, coordinating with their pets to drive their prey in circles. Once exhausted, few foes can stand up to a girtablilu's physical prowessโ€”or to their deadly venom.


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.

Beast

A creature similar to an animal but with an Intelligence modifier of โ€“3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Girtablilu

Girtablilus have humanoid upper bodies and the lower bodies of massive scorpions.

Humanoid

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