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NamorrodorCreature 5


MediumChaoticEvilShadowUndeadUnholy
Source Pathfinder Bestiary 3
Perception +11 (darkvision, lifesense (precise) 30 feet)
Languages none
Skills Acrobatics +12, Athletics +13, Stealth +14, Survival +11
Str +4, Dex +5, Con +3, Int +3, Wis +2, Cha +0

AC 22; Fort +12; Reflex +14; Will +11;
HP 85
Speed 40 feet
Immunities bleed, death effects, disease, paralyzed, poison, sleep
Weaknesses Fire 5, Vitality 5

Jaws One Action +15 (+10, +5) to hit (unarmed) 2d8+6 Piercing
Claw One Action +15 (+11, +7) to hit (agile, unarmed) 2d6+6 Piercing
Spit One Action +14 (+9, +4) to hit 1d8+6 Bludgeoning

Interplanar Lifesense

While the namorrodor is on the Shadow Plane, its lifesense extends to the Material Plane as a vague sense with a 100-foot range.

Lifesense 30 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Material Leap Reaction (teleportation)

Requirements The namorrodor is on the Shadow Plane

Trigger A creature the namorrodor can sense with its lifesense on the Material Plane dies


Effect The namorrodor leaps between planes, appearing on the Material Plane within 100 feet of the triggering creature. It remains on the Material Plane for 24 hours, after which it is recalled to its original location on the Shadow Plane.

Whistling Bones (auditory, aura, emotion, fear, mental)

30 feet. Wind whistles through the namorrodor's jutting bones with an eerie tone. A creature entering or beginning its turn in the area must attempt a DC 19 will save, becoming Frightened 1 on a failure (Frightened 2 on a critical failure). A creature can't reduce its frightened condition below 1 as long as it's in the aura.

Bounding Sprint Two Actions

Requirements The namorrodor has nothing in its hands


Effect The namorrodor bounds forward, using four limbs for an extra burst of speed. It Strides twice and makes a single melee Strike at the end of its movement.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Namorrodor stalk the night, craving the flesh of the living. Though they dwell on the Shadow Plane, the shadowy substances of that plane offer them only the barest sustenance, and they forever seek to cross over onto the Material Plane-yet they can make this journey only on the eve of a death, and only in a place where their plane overlaps the Material. When they manage to make the leap between planes, a shooting star marks their passage.

Attracted by the smell of cooking meat but particularly vulnerable to flame, a namorrodor's most common meal is a traveler who has strayed from their campfire. Unattended babies are a treat so delectable, however, that a namorrodor will risk an encounter with dreaded fire if it spies an opportunity to snatch one.

A namorrodor's skin is torn and loose over jutting bones, through which the wind whistles with a distinctive, eerie tone. Able to change between a quadrupedal and bipedal stance, the namorrodor is an admirable hunter.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Shadow

This magic involves shadows or the energy of the Netherworld.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

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.