KareqCreature 5
Source Pathfinder Adventure Path: Gatewalkers
Perception +15 (low light vision)
Languages none
Skills Acrobatics +12, Athletics +13, Intimidation +13, Stealth +12, Survival +10
Str +5, Dex +2, Con +4, Int -4, Wis +3, Cha +0
AC 22; Fort +15; Reflex +13; Will +10;
HP 95
Speed 40 feet (climb 20 feet)
Immunities sonic
Claw
+14 (+9, +4) to hit (unarmed) 2d10+5 SlashingBoomstrike

The kareq beats its legs against its reverberation chamber, creating a blast of sound concentrated enough to ignite the air around it. The kareq chooses to affect either a 30-foot cone (which deals sonic damage) or a 60-foot line (which deals fire damage). Affected creatures must attempt a DC 21 fortitude save.
Success The creature takes no damage.
Failure The creature takes 3d6 fire or 3d6 sonic.
Critical Failure The creature takes 6d6 fire or 6d6 sonic and either is Deafened for 1 minute (if sonic damage) or takes 1d6 persistent,fire (if fire damage).
A kareq looks like a cross between a dinosaur and an insect. The kareq's torso extends back into a bulbous abdomen like an ant's.
A kareq has a resonance chamber in its lower body, and when it flexes its muscular back legs against it, pressure builds up and sound waves are amplified and then focused as the kareq opens its mouth and releases the blast. The resulting shock wave can easily kill.
Kareqs are thought to be related to Golarion's destrachans, though their similarities may simply be the result of convergent evolution. Unlike the stronger subterranean destrachans, kareqs are native to a variety of different environments, most often jungles and forests. A few sandy-colored species are found in the deserts of the Colonies, where formians regard the beasts as noble or, in some cases, practically sacred.
Kareqs tend to be solitary predators, bold and unafraid, even willing to take on predators significantly larger than themselves. In combat, they keep their distance at first, softening up opponents with their boomstrikes before moving in for the kill with their claws.
While they don't usually hunt in populated areas, kareqs are extremely territorial, and their desire to lay claim to tall landscape features can bring them into conflict with humanoids. During mating season, a kareq seeks height, climbing to the top of hills, boulders, or—if a settlement is particularly unlucky—towers and other buildings. From these perches, kareqs blast out their booming mating call which can carry for dozens of miles.
A typical kareq stands 5 feet tall at the shoulder and is 10 feet long, weighing up to 300 pounds.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AnimalAn 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.