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TallusianCreature 5


UncommonMediumAzataCelestialHoly
Source Pathfinder Claws of the Tyrant
Perception +12 (darkvision)
Languages Empyrean, Fey, Truespeech
Skills Lore +14, Acrobatics +11, Athletics +11, Crafting +13, Nature +13, Stealth +11, Survival +13
Str +2, Dex +2, Con +4, Int +1, Wis +3, Cha +2

AC 21; Fort +14; Reflex +12; Will +12;
HP 76
Speed 25 feet (climb 20 feet)
Weaknesses Cold Iron 5, Unholy 5

Jaws One Action +14 (+9, +4) to hit 2d8+8 Piercing
Claw One Action +14 (+10, +6) to hit (agile) 2d6+6 Slashing
Tail One Action +14 (+9, +4) to hit 2d6+6 Bludgeoning
Quill One Action +14 (+10, +6) to hit (agile) 2d6+6 Piercing

Crumbling Ground Two Actions (divine, earth)

The tallusian slaps their tail against the earth, creating a vibration at the precise frequency needed to shake the ground in a 10-foot burst within 30 feet. The area becomes difficult terrain for 24 hours. Any creature in the area must attempt a DC 22 reflex save.


Critical Success The creature is unaffected.

Success The creature is Off-Guard until the start of its next turn.

Failure The creature falls Prone.

Critical Failure As failure, plus the creature takes 1d6 bludgeoning damage.

Rubble One Action (concentrate)

Until the next time it acts, the tallusian appears to be a normal pile of broken rubble. It has an automatic result of 31 (34 in ruins) on deception checks and DCs to pass as a pile of rubble.

Tail Spin Two Actions

The tallusian spins in place, sweeping their tail to knock down their foes. Each adjacent foe takes (2d6+6) bludgeoning damage (DC 22 reflex save). Also on a failed save, the target is knocked Prone. Afterward, the tallusian becomes Clumsy 1 for 1 round.


Divine Innate Spells (DC 22, +12 to hit)

1st Level: Pummeling Rubble
2nd Level: Humanoid Form (At Will)
4th Level: Shape Stone
5th Level: Truespeech (Constant)


While many celestials are drawn to what is, tallusians care about what was. Compelled to protect the remnants of fallen civilizations, tallusians often work alongside dryads and other creatures of nature, helping restore the land around their ruins while fighting off evil influences seeking to claim the abandoned structures for themselves. Though few know more about the ancient civilizations they protect than the tallusians themselves, they rarely make distinctions between holy sites and those used for nefarious purposes. To a tallusian, any building, regardless of its history, can be repurposed into something new.

Physically, tallusians resemble oversized red pandas, except they have six legs, piercing blue eyes, and quills of sharpened stone growing along their backs and from their bushy tails. At rest, tallusians appear virtually indistinguishable from the buildings they protect, masquerading as heaps of rubble until they move. They also possess the ability to adopt a humanoid form, often that of an energetic child. Tallusians disguised as children have been known to lead adventurers to civilizations that have otherwise fallen off the map, in hopes the heroes will help protect the ruins until they can be restored.


Traits

Uncommon

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.

Azata

This family of celestials is native to Elysium. They are typically holy and have darkvision and a weakness to cold iron and unholy.

Celestial

Creatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.

Holy

Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.