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ViskithrelCreature 15


UncommonHugeBeastEvil
Source Pathfinder #156: The Apocalypse Prophet
Perception +27 (darkvision, scent (precise) 100 feet)
Languages Chthonian, (can't Speak Any Language)
Skills Acrobatics +25, Athletics +31, Survival +27
Str +8, Dex +6, Con +4, Int -3, Wis +4, Cha -1

AC 37; Fort +25; Reflex +27; Will +23; selective scent
HP 275
Speed 40 feet (swim 20 feet)
Immunities sickened

Jaws One Action +30 (+25, +20) to hit (reach 15, unarmed) 3d10+14 Piercing + 1d10 Acid
Talon One Action +30 (+26, +22) to hit (agile, reach 10, unarmed) 3d10+14 Slashing
Tentacle One Action +30 (+25, +20) to hit (reach 20, unarmed) 1d10+14 Slashing + 2d10 Bleed

Ravenous Tracker

A viskithrel can detect a creature's scent up to a week after the creature has passed through or left an area, and it gains a +4 circumstance bonus to Track a creature whose scent it has detected.

Predator's Leap Reaction

Trigger A creature within 10 feet of the viskithrel makes a melee Strike against it


Effect The viskithrel Steps up to 15 feet, ignoring difficult terrain as it leaps over obstacles. If this movement takes the viskithrel out of range of the triggering Strike, the Strike is disrupted. It then makes a jaws Strike against a bleeding creature.

Selective Scent

A viskithrel's many-chambered snout allows it to partition and ignore scents. The creature can choose to critically succeed at any saving throw against an inhaled threat (such as inhaled poison) or olfactory effects, regardless of its roll.

Swallow Whole One Action (attack)

Large, 3d10[bludgeoning],2d10 acid3d10 bludgeoning plus 2d10 acid, Rupture 25


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

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.


One of the many horrid life-forms native to Zevgavizeb's Abyssal realm of Gluttondark, viskithrels-or "gluttonraptors"-are tireless hunters resembling tentacled theropods. They are social creatures by nature and prefer to hunt in large packs, chasing down prey and tearing them apart to share with their fellow hunters. A lone viskithrel forgoes hunting to frantically seek out others of its kind, starving to death if it cannot do so. Although viskithrels attack nearly any other creatures they encounter, they virtually never fight other viskithrels; even beasts in rival packs give each other space rather than fight over territory or prey.

Other, smarter denizens of Gluttondark, such as @UUID[Compendium.pf2e.extinction-curse-bestiary.Actor.Xilvirek]{Xilvireks} herd and train viskithrels, working to convince the viskithrels that the trainer is one of their pack. This not only protects the trainer from attacks by the viskithrels, but also enables the trainer to easily direct them.


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.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.