Threshold KerulkagonCreature 20
Source Pathfinder Adventure Path: Hell's Destiny
Perception +39 (greater darkvision, truesight (precise) 30 feet)
Languages Common, Diabolic, Draconic, Empyrean, Telepathy 100 Feet
Skills Acrobatics +36, Athletics +38, Intimidation +34, Occultism +36, Religion +38, Stealth +34, Survival +32
Str +10, Dex +6, Con +7, Int +5, Wis +6, Cha +6
AC 44; Fort +36; Reflex +30; Will +33; +2 status to all saves vs. magic
HP 470
Speed 25 feet (climb 35 feet, fly 30 feet)
Weaknesses Holy 15
Resistances Acid 20
Beak
+38 (+33, +28) to hit (magical, reach 10, unholy) 4d10+18 PiercingTail
+38 (+34, +30) to hit (agile, magical, reach 10, unholy) 4d6+18 BludgeoningTelepathy 100 feet (aura, magical, mental)
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.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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. MagicAnchored FormA kerulkagon can't be teleported against its will.
Stand Still
Trigger A creature within the kerulkagon's reach uses a move action or leaves a square during a move action it's using
Effect The kerulkagon makes a melee Strike against the triggering creature. If the attack is a critical hit, the action is disrupted.
Force an Opening
(manipulate, teleportation)Frequency once per round
Effect The kerulkagon creates a momentary portal next to a creature within 30 feet and makes a melee Strike through the portal as if the target were within its reach. The target is Off-Guard and gains no cover against the Strike.
Personal Portal
(concentrate, teleportation)Frequency once per round
Effect The kerulkagon teleports to an unoccupied space it can see within 30 feet.
Portal Throw
(attack, manipulate, teleportation)Requirements The kerulkagon has a creature Grabbed or Restrained
Effect The kerulkagon creates a portal and attempts to throw the required creature through it. The kerulkagon attempts an athletics check against the Fortitude DC of the creature it has grabbed or restrained.
Critical Success The kerulkagon hurls the target through the portal. The target is teleported violently to a location with 100 feet that the kerulkagon can see, dealing 12d10 bludgeoning damage to the target and knocking it Prone on impact.
Success As critical success, but the target takes only 6d10 bludgeoning damage.
Failure The kerulkagon fails to throw the creature.
Critical Failure As failure, but the creature is no longer grabbed or restrained.
Improved Grab
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.
Divine Innate Spells (DC 40, +32 to hit)
1st Level: Lock (At Will)
2nd Level: Knock (At Will)
4th Level: Flicker, Translocate, Translocate (At Will)
6th Level: Collective Transposition, Truesight (Constant)
7th Level: Divine Decree, Planar Seal
Kerulkagons are elite, griffon-like guardians specially chosen and transformed by the archdevil Barbatos to interrogate anyone using his plane's myriad portals.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
FiendCreatures 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.
UnholyEffects 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.