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Howling TerrorCreature 4


RareLargeElementalFiendFireMetalUnholy
Source Pathfinder Society Scenario #7-14: Brastlewark at War Part 2: The Gnome Liberation
Perception +14
Languages none
Skills Acrobatics +10, Athletics +12, Intimidation +10, Stealth +10, Survival +12
Str +5, Dex +4, Con +4, Int +0, Wis +3, Cha -1

AC 20; Fort +11; Reflex +14; Will +8;
HP 48
Speed 30 feet
Immunities fire
Weaknesses Holy 5
Resistances Physical 5

Jaws One Action +14 (+9, +4) to hit (magical, reach 10, unarmed, unholy) 1d6 Fire + 1d6+5 Piercing
Claw One Action +14 (+10, +6) to hit (agile, magical, reach 10, unarmed, unholy) 1d4+5 Slashing + 1d4 Fire
Burning Iron Shot One Action +13 (+8, +3) to hit (magical, unholy) 1d6 Fire + 1d6+5 Bludgeoning

Hellfire Strikes

A creature critically hit by a howling terror's Strike takes 1d6 persistent fire damage.

Metallically Infused

The howling terror is a horrible conglomeration of a metal elemental and an animal infused with diabolic power. Its Strikes and Molten Metal Rain count as whichever metal is most advantageous for the howling terror

Molten Metal Rain Three Actions (magical, unholy)

Frequency once per minute


Effect The howling terror launches a torrent of molten metal in a 10-foot burst within 100 feet. The burst deals 3d6 bludgeoning damage and 2d6 fire damage with a Basic DC 21 reflex save. Creatures that enter the area or start their turn there take 1 fire damage until the metal cools after 5 rounds.



Traits

Rare

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.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Fiend

Creatures 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.

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Metal

Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.

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.