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The Stabbing BeastCreature 15


UniqueHugeEvilFiendHeraldUnholy
Source Pathfinder #160: Assault on Hunting Lodge Seven
Perception +27 (greater darkvision, truesight (precise) 60 feet)
Languages Chthonian, Common, Diabolic, Empyrean, Protean, Telepathy 100 Feet
Skills Lore +28, Acrobatics +27, Athletics +25, Crafting +24, Deception +26, Intimidation +26, Religion +24, Society +26, Stealth +29
Str +6, Dex +8, Con +4, Int +3, Wis +4, Cha +3

AC 38; Fort +27; Reflex +29; Will +27; +2 to all saves vs. mental
HP 275
Speed 40 feet
Immunities poison
Weaknesses Holy 15
Resistances Acid 15

Pincer One Action +29 (+25, +21) to hit (agile, finesse, magical, reach 15, unholy) 2d8+10 Slashing + 2d8 Bleed
Stinger One Action +29 (+24, +19) to hit (fatal d12, finesse, magical, reach 15, unholy) 4d8+14 Piercing
Shortsword One Action +30 (+26, +22) to hit (agile, finesse, magical, unholy, versatile s) 3d6+10 Piercing + 2d8 Bleed
Venom Stream One Action +29 (+24, +19) to hit (unholy) 5d10 Poison

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Telepathy 100 Feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+2 Status to All Saves vs. MentalAttack of Opportunity (Stinger Only) 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.

True Appearance Reaction

Trigger The Stabbing Beast is transformed with Change Shape and rolls for initiative


Effect The Stabbing Beast ends Change Shape.

Blinding Stream (poison)

A creature hit by the Stabbing Beast's venom stream must succeed at a DC 33 fortitude save or become Blinded for 1d4 rounds.

Change Shape One Action (concentrate, divine, polymorph)

The Stabbing Beast takes on the appearance of a Medium humanoid with a scorpion's tail and chitinous, full-body plate armor. This doesn't change their Speed or Strikes, except that their reach becomes 5 feet and they can't make pincer Strikes.

Conjure Swords One Action (concentrate, divine)

Requirements The Stabbing Beast is using Change Shape


Effect The Stabbing Beast summons one or two +2 greater striking keen shortswords into their hands. These weapons disappear if they leave the Stabbing Beast's grasp or if the Stabbing Beast ends Change Shape.

Stabbing Beast Venom (poison)

While a creature is enfeebled from this poison, it is Doomed 1

Saving Throw DC 36 fortitude

Maximum Duration 6 rounds

Stage 1 3d6 poison damage and Enfeebled 2 (1 round)

Stage 2 4d6 poison damage and enfeebled 2 (1 round)

Stage 3 6d6 poison damage and Enfeebled 3 (1 round)

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved 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 as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.


Innate Divine Spells (DC 36, +28 to hit)

1st Level: Charm (At Will), Summon Animal (Scorpions Only)
2nd Level: Invisibility
4th Level: Dimension Door, Modify Memory, Suggestion (At Will)
6th Level: True Seeing (Constant)



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.

Fiend

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

Herald

Nearly all deities have a specific representative known as a herald; heralds are as diverse in their appearances and abilities as the gods themselves. A creature with the herald type is always unique.

Unholy

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