Muraxi (3-4)Creature 1
Source Pathfinder Society Quest #5: The Dragon who Stole Evoking Day
Perception +3 (darkvision)
Languages Thalassic
Skills Athletics +6, Stealth +6
Str +1, Dex +3, Con +1, Int -2, Wis +0, Cha +0
AC 16; Fort +7; Reflex +11; Will +4;
HP 20 (fast healing 2 (while underwater)
Speed 20 feet (fly 25 feet, swim 25 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Acid 3, Fire 3
Claw
+8 (+3, -2) to hit (finesse, unarmed) 1d6+1 SlashingFast Healing 2 (while underwater)
A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Breath Weapon
(acid, arcane)Muraxi breathes acid in a 15-foot cone that deals 2d6 acid damage to each creature within the area (DC 17 reflex save).
Muraxi can't use Breath Weapon again for 1d4 rounds.
Drench
(arcane, water)Muraxi puts out all fires in a 5-foot emanation. She extinguishes all non-magical fires automatically and attempts to counteract magical fires (+10 counteract modifier).
Arcane Innate Spells (DC 17, +9 to hit)
2nd Level: Acid Arrow
Traits
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.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.