PagulinCreature 7
Source Pathfinder Lost Omens Highhelm
Perception +14 (low light vision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +17, Stealth +15, Survival +15
Str +6, Dex +3, Con +4, Int -4, Wis +3, Cha +0
AC 24; Fort +18; Reflex +15; Will +12;
HP 120
Speed 25 feet (climb 15 feet)
Jaws
+18 (+13, +8) to hit (reach 10, unarmed) 2d10+9 PiercingClaw
+18 (+14, +10) to hit (agile, unarmed) 2d6+9 SlashingTail
+16 (+11, +6) to hit (reach 15) 2d8+6 PiercingBlinding Spittle
A creature hit by a pagulin's spit must attempt a DC 22 fortitude save.
Critical Success The creature is unaffected.
Success The creature is Dazzled for 1 round. It can use an Interact action to wipe away the spittle and remove the dazzled condition.
Failure As success, except the creature is Blinded for 1 round instead of dazzled.
Critical Failure As failure, but the creature is blinded for 1 minute. The creature needs 2 total Interact actions to wipe away the spittle.
Constrict
(1d10+6) piercing, DC 25 fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Spike Rend
Requirements The pagulin has a creature impaled on its tail;
Effect The pagulin violently pulls its tail out of the creature, dealing 2d6 persistent,bleed damage to the creature.
Tail ImpalementA creature hit by a pagulin's tail becomes impaled on one of the tail's spikes. The creature becomes Grabbed. If the pagulin moves, it brings the grabbed creature along with it. The pagulin doesn't need to use additional actions to keep the creature grabbed; the creature remains grabbed as long as it's impaled. The grabbed creature can attempt to Escape as normal. Large and larger creatures are immune to a pagulin's Tail Impalement.
Grab
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.
Pagulins are massive, multi-legged lizards that stalk the mountain passes of the Five Kings Mountains. These reptiles hunt elk and augdunars by lying in wait behind rock formations or within the openings of caves. Pagulins produce a mildly acidic saliva that they spit at prey to temporarily blind them before moving in for the kill. A pagulin's tail features a deadly thagomizer, four large spikes that it uses to impale prey to prevent their escape. Five Kings citizens know that pagulins are much smarter than they look, with many reports of pagulins intentionally allowing prey to escape, only to follow a creature to its den and feast on its entire family.
Though pagulins are deadly, most in the Five Kings Mountains are indifferent to them. Pagulins tend to rest for days at a time after a hunt, spending time to digest their massive kills. They're particularly territorial, however, and will gladly rouse from a post-meal stupor to defend their lairs. The lizards are also known to attack anything that interrupts a hunt or scares off prey. Many merchant caravans have dealt with an unexpected pagulin attack after riding past a herd of startled deer.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.