TenomeCreature 4
Source Pathfinder #158: Sixty Feet Under
Perception +14 (darkvision)
Languages Common
Skills Acrobatics +12, Athletics +11, Deception +10, Intimidation +10, Stealth +12, Survival +8
Str +4, Dex +5, Con +3, Int +0, Wis +0, Cha +2
AC 21; Fort +13; Reflex +15; Will +12;
HP 60
Speed 25 feet
Jaws
+14 (+9, +4) to hit (unarmed) 2d8+4 PiercingClaw
+14 (+10, +6) to hit (agile, unarmed) 2d6+4 SlashingObscuring Grab
While the tenome is Grabbing a creature, all other creatures are Concealed to the tenome.
Bone Drink
(healing, occult)Requirement The tenome has a creature Grabbed or Restrained
Effect The tenome makes a jaws Strike against the grabbed or restrained creature. If the Strike hits, the creature must succeed at a DC 18 fortitude save or become Drained 1 (or the value of the creature's drained condition increases by 1 if it already has a drained value, to a maximum of drained 4).
The tenome regains 1d8 healing Hit Points each time it uses Bone Drink.
Burst of Speed
The tenome Strides twice, Steps twice, or Steps and Strides (in either order).
It cannot use Burst of Speed again for 1d4 rounds.
Terrifying Gaze
(emotion, fear, incapacitation, mental, occult, visual)1 or 2
A tenome can gaze at a creature within 30 feet by presenting one of its eyes. The target must succeed at a DC 21 will save or become Frightened 1. If the tenome uses 2 actions and presents both of its eyes, the target is also Paralyzed if it fails the save.
A creature that successfully saves is temporarily immune for 24 hours.
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.
Traits
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.