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MetuakCreature 13


UniqueMediumChaoticEvilFiendHumanHumanoidUnholy
Source Pathfinder #177: Burning Tundra
Perception +20 (darkvision, scent (imprecise) 30 feet)
Languages Chthonian, Common, Hallit, Telepathy 100 Feet
Skills Athletics +27, Deception +24, Intimidation +26, Nature +22, Stealth +25, Survival +24
Str +8, Dex +6, Con +7, Int +1, Wis +3, Cha +5

AC 33; Fort +26; Reflex +23; Will +20; +1 to all saves vs. magic
HP 240 (dual soul; 120 each for Metuak and Xeleria)
Speed 25 feet (fly 25 feet)
Immunities death effects, disease, fear effects, poison, precision
Weaknesses Cold Iron 10, Holy 10
Resistances All Damage 5

Claw One Action +27 (+22, +17) to hit (magical, unarmed, unholy) 3d8+14 Cold
Hatchet One Action +27 (+23, +19) to hit (agile, evil, magical, sweep, unholy) 3d6+14 Slashing

+1 to All Saves vs. MagicAttack of Opportunity

reaction

Dual Deny Advantage

Due to his dual nature with Xeleria, Metuak is never Off-Guard.

Axe Master

Metuak has access to the critical specialization effect of axe weapons. Due to his hatchet's grievous rune, he can damage a third creature with the same restrictions.

Dual Soul

A demon named Xeleria is bound to Metuak's soul. Though the two entities share one body and are a single creature for the purpose of both targeted and area effects, Metuak and Xeleria each have 120 Hit Points. Damage to each is tracked separately. Xeleria's HP is reduced by force, good, and vitality damage, and any damage from a cold iron weapon, a weapon with a ghost touch rune, and any damage originating from the Primordial Flame. All other damage reduces Metuak's HP.

Metuak and Xeleria must both be reduced to 0 HP for Metuak to die and Xeleria to be destroyed. If, at the beginning of Metuak's turn, either Metuak or Xeleria has been reduced to 0 HP but the other hasn't, Metuak and Xeleria each regain 15 healing HP.

Shadow Blend Two Actions (divine, illusion)

Metuak Strides up to twice his Speed. If he ends his movement in an area of dim light, he is Hidden as long as he remains in dim light.

Soul Swipe Two Actions

Metuak makes a single hatchet or claw Strike and compares the result to the AC of up to four foes, each of whom must be within his reach. He rolls damage once and applies it to each creature he hits. A Soul Swipe counts as two attacks for his multiple attack penalty. Metuak's hatchet applies its sweep trait against all four targets.

Terrifying Howl One Action (auditory)

Metuak unleashes a terrifying howl, attempting to [/act demoralize options=area-effect] each creature within 30 feet. These creatures are then immune to Terrifying Howl for 1 minute.


Divine Innate Spells (DC 34, +26 to hit)

Cantrips (7th Level): Telekinetic Projectile
1st Level: Fear
2nd Level: Darkness
5th Level: Shadow Blast, Shadow Siphon



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.

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.

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.

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.