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Oracle of ZagreshCreature 10


RareMediumDromaarHumanHumanoidOrc
Source Pathfinder #208: Hoof, Cinder, and Storm
Perception +19
Languages Common, Orcish
Skills Athletics +22, Intimidation +20, Religion +19, Stealth +18
Str +4, Dex +2, Con +2, Int +1, Wis +3, Cha +6

AC 28; Fort +16; Reflex +18; Will +20;
HP 172 (curse of the destroyer's bloodlust)
Speed 25 feet

Orc Necksplitter One Action +23 (+18, +13) to hit (forceful, magical, sweep) 2d8+6 Slashing
Javelin One Action +21 (+16, +11) to hit (thrown 30) 2d6+6 Piercing
Claw One Action +20 (+16, +12) to hit (acid, agile, unarmed) 2d8+6 Slashing
Jaws One Action +20 (+15, +10) to hit (acid, unarmed) 2d8+6 Piercing

Ferocity Reaction

Trigger The monster is reduced to 0 HP.


Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability

Reactive Strike 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.

Curse of the Destroyer's Bloodlust

After a turn where the oracle of Zagresh doesn't make a Strike, she takes a –2 status penalty to her AC and saving throws until she makes another Strike. During this penalty, she gains a +2 status bonus to her Strikes and fast healing 5.

Destructive Touch Two Actions

Requirements Zagresh's Gaze is active


Effect The oracle's hands and tusks ooze acid, making a soft sizzling noise and dealing an additional 1d6 acid damage to her unarmed attacks.

Zagresh's Gaze One Action

Frequency once per day


Effect The oracle of Zagresh throws aside her weapons and focuses on the pure divine power of destruction. She attempts a DC 27 will save. On a success, she gains access to her claw and jaws Strikes. This effect lasts 1d4 rounds.


Divine Spontaneous Spells (DC 29, +21 to hit)

Cantrips (5th Level): Daze, Divine Lance, Forbidding Ward, Guidance, Shield, Stabilize
1st Level (3 slots): Bane (2x), Runic Body, Runic Weapon
2nd Level (3 slots): Deafness, Revealing Light, Spiritual Armament (2x)
3rd Level (3 slots): Blindness, Crisis of Faith (2x)
4th Level (3 slots): Divine Wrath, Unfettered Movement

Divine Focus Spells (DC 28, +20 to hit)

1st Level: Call to Arms
3rd Level: Battlefield Persistence



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Dromaar

A creature with this trait has the dromaar versatile heritage. Dromaars are of mixed ancestry, including orcs or other dromaars. An ability with this trait can be used or selected only by dromaars.

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.

Orc

A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. A weapon with this trait is a weapon which orcs craft and use.