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KundalCreature 7


UniqueMediumBeastChaoticEvilHumanHumanoidWerecreature
Source Pathfinder Kingmaker
Perception +15 (low light vision, scent (imprecise) 30 feet)
Languages Common, Hallit, Wolf Empathy
Skills Athletics +17, Nature +11, Stealth +15, Survival +15
Str +4, Dex +2, Con +2, Int +0, Wis +4, Cha +0

AC 25; Fort +16; Reflex +13; Will +17;
HP 140
Speed 35 feet
Weaknesses Silver 10

Wolf Empathy (primal)

Kundal can communicate with lupines.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Ambush Strike Two Actions

Requirement Kundal rolled Stealth for Initiative, and it's the first round of combat.


Effect Kundal Strides up to his speed and then attempts a jaws Strike and a claw Strike against a single adjacent target. Apply his multiple attack penalty to each Strike normally.

Change Shape One Action (concentrate, polymorph, primal)

Human with fist +16 for 1d4+7 bludgeoning, or wolf with Speed 40 feet and jaws with Knockdown.

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Curse of the Werewolf (curse, primal)

This curse affects only humanoids.

Saving Throw DC 25 fortitude


On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werewolf until dawn.

The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.

Moon Frenzy (polymorph, primal)

Kundal's moon frenzy functions a bit differently than for typical werecreatures: he doesn't become Large sized, but he does grow much more swift and powerful. His speed increases to 35 feet during moon frenzy and increases the damage of his jaws by +2. In addition, while in moon frenzy, at the start of his turn, Kundal gains an additional reaction that can be used only to make an Attack of Opportunity.

Rip and Drag One Action

Requirement Kundal damaged a target with his jaws Strike with a previous action this round.


Effect Kundal chews the bitten creature as he attempts to overwhelm them by attempting an athletics check against the bitten creature's Fortitude DC.


Critical Success Kundal inflicts 5d6 piercing damage on the target, exposes them to the curse of the werewolf, and can Stride up to half his speed. If his target is Medium or smaller, he drags the target with him into a new adjacent square.

Success Kundal inflicts 5d6 piercing damage on the target and exposes them to the curse of the werewolf. He can reposition the target up to five feet into an adjacent square.

Failure As success, except only 2d6 piercing damage.

Critical Failure Kundal fails to inflict any damage.

Knockdown One Action

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry


Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.



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.

Beast

A 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.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

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

Werecreature

These shapechanging creatures can shift between animal, humanoid, and hybrid forms.