🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

HoragnamonCreature 8


UniqueTinyAnimalEvilMinion
Source Pathfinder Kingmaker
Perception +18
Languages Cyclops, Daemonic, Jotun, Necril
Skills Acrobatics +18, Stealth +18, Thievery +18
Str -3, Dex +6, Con +3, Int +0, Wis +6, Cha +0

AC 28; Fort +13; Reflex +20; Will +16;
HP 100
Speed 10 feet (fly 40 feet)

Beak One Action +20 (+15, +10) to hit (finesse, unarmed) 1d6 Piercing

Cunning

Horagnamon can use simple items as tools, such as poking a stick at an opening to tease out a piece of food. He's also quite adept at stealing objects. He can't use Thievery to Palm an Object, Disable a Device, or Pick a Lock, but he can use Thievery to Steal light objects that he can carry in his beak or talons or to accomplish other relatively simple tasks.

Death Throes Reaction (death, occult)

Trigger Horagnamon takes any damage or suffers a condition while Vordakai is using Familiar Farsight


Effect Horagnamon dies, then bursts into a 30-foot-diameter burst of feathers and seething black tendrils of smoke and energy. All creatures in this area must attempt a DC 23 fortitude save.


Critical Success The creature takes no damage.

Success The creature takes 3d10 void damage.

Failure The creature takes 6d10 void damage and becomes Drained 1.

Critical Failure The creature takes 12d10 void damage and becomes Drained 2.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

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.