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Syu Tak-nwa (Level 14)Creature 14


UniqueMediumHumanHumanoid
Source Pathfinder #166: Despair on Danger Island
Perception +26
Languages Goblin, Taldane, Tien, Ysoki
Skills Acrobatics +26, Arcana +25, Deception +27, Medicine +23, Nature +23, Occultism +29, Society +27, Thievery +24
Str +0, Dex +4, Con +1, Int +5, Wis +3, Cha +5

AC 34; Fort +21; Reflex +27; Will +26;
HP 220
Speed 25 feet

Hair One Action +26 (+22, +18) to hit (agile, disarm, finesse, grapple, reach 10, trip, unarmed) 3d6+6 Bludgeoning
Jian One Action +24 (+20, +16) to hit (agile, finesse, magical, versatile s) 3d6+10 Piercing

Familiar

Tak-nwa's familiar is an elephant hawk moth named Yon-so. Yon-so has a fly Speed of 40 feet, darkvision, and scent as an imprecise sense to a range of 30 feet.

Empowered Hair

Tak-nwa has mastered using her prehensile hair in combat. She can use her living hair to perform precise tasks such as picking up objects and performing simple Interact actions, and she can automatically Grab with her hair, as the creature ability. She can also deliver hexes through her hair. Whenever Tak-nwa successfully casts a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if her target is within reach, as part of the spellcasting activity she can make a hair Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect.

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.


Prepared Occult Spells (DC 35, +27 to hit)

Cantrips (7th Level): Daze, Forbidding Ward, Guidance, Shield, Telekinetic Projectile
1st Level: Fear, Ray of Enfeeblement, True Strike
2nd Level: Mirror Image, Paranoia, Silence
3rd Level: Haste, Paralyze, Slow
4th Level: Blink, Confusion, Phantom Pain
5th Level: Black Tentacles, Chilling Darkness, Synesthesia
6th Level: Feeblemind, Repulsion, True Seeing
7th Level: Duplicate Foe, Mask of Terror, Warp Mind

Focus Spells (DC 35, +27 to hit)

Cantrips (7th Level): Evil Eye
7th Level: Cackle, Curse of Death, Malicious Shadow, Needle of Vengeance



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.

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.