Grave KarinaCreature 11
Source Pathfinder #172: Secrets of the Temple-City
Perception +21 (darkvision, smoke vision)
Languages Common, Necril, (can't Speak Any Language)
Skills Acrobatics +22, Athletics +21, Deception +22, Stealth +24
Str +4, Dex +7, Con +4, Int -1, Wis +2, Cha +7
AC 30; Fort +21; Reflex +24; Will +19;
HP 240
Speed 10 feet (fly 50 feet)
Weaknesses Holy 10
Beak
+24 (+19, +14) to hit (magical, reach 10, unarmed, unholy) 2d10+16 PiercingClaw
+22 (+18, +14) to hit (agile, magical, unarmed, unholy) 2d8+13 SlashingTalon
+24 (+19, +14) to hit (magical, unarmed, unholy) 2d6+13 PiercingSmoke Vision
Smoke doesn't impair a grave karina's vision; they ignore the Concealed condition from smoke, including the ash they create with their Breath Weapon.
Sound ImitationA grave karina who succeeds at a Deception check to Lie can mimic any voice they have heard. They have a +4 circumstance bonus to this check.
Breath Weapon
(divine, fire)The grave karina breathes a cloud of burning ash in 30-foot cone that deals 9d8 fire damage (DC 30 reflex save). The area becomes filled with ash for 1 round. All creatures within the cloud of ash become Concealed, and all creatures outside the cloud become concealed to creatures within it. The grave karina can't use Breath Weapon again for 1d4 rounds.
Grave Blight (disease)Saving Throw DC 27 fortitude
Stage 1 carrier with no ill effect (1 day)
Stage 2 2d6 poison damage, and Sickened 1 (1 day)
Stage 3 2d8 poison damage, every hour the victim must succeed at another Fortitude save or be Confused for 1 minute, and Sickened 2 (1 day)
Mocking Cry
(auditory)The grave karina mimics a voice and mocks a creature within 30 feet. They attempt a Deception check to Demoralize the creature. Regardless of whether the check succeeds, the target is temporarily immune to the grave karina's mocking cry for 1 hour.
Shadow Command
(concentrate, manipulate)Frequency once per day
Requirements The grave karina is adjacent to a creature that's casting a shadow
Effect The grave karina drives a talon into a creature's shadow and attempts to manipulate it like a puppet with the effects of Dominate(DC 27 will save), except the duration is only 1 minute.
Grab
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.
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.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
UnholyEffects 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.