🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Whippoorwill Con RitCreature 6


LargeAnimalAquatic
Source Pathfinder Society Scenario #6-00: Salt of the Ocean
Perception +13 (darkvision)
Languages none
Skills Acrobatics +11, Athletics +16, Stealth +11
Str +6, Dex +3, Con +4, Int -5, Wis +1, Cha -4

AC 25; Fort +15; Reflex +12; Will +8;
HP 80
Speed 10 feet (swim 60 feet)
Weaknesses Bludgeoning 5
Resistances Slashing 5, Piercing 5

Mandible One Action +16 (+11, +6) to hit (reach 10) 2d10+6 Piercing

Con Rit Venom (poison)

Saving Throw DC 23 fortitude;


Maximum Duration 6 rounds

Stage 1 1d10 poison (1 round)

Stage 2 2d10 poison and Off-Guard (1 round);

Stage 3 2d10 poison, off-guard, and Slowed 1 (1 round)

Spit Venom One Action (poison)

The con rit spits a propulsive blast of venom that deals (2d10-2)[poison],(2d10-2) bludgeoning damage in a 30-foot line (DC 23 fortitude save). Creatures who fail their save are also pushed 10 feet.

The con rit cannot use Spit Venom again for 1d4 rounds.

Undulate One Action

The con rit Swims. During this movement, it can pass through spaces as narrow as 5 feet without Squeezing.


The con rit is a hulking aquatic centipede that has traded its hundreds of legs for just as many fins. This sea insect swims with a grace that is just as majestic as it is unnerving. The con rit is dark brown on its dorsal side and sickly yellow on its ventral surface. This makes it much more difficult to spot, whether looking from above or below. Its exoskeleton is as hard as iron, and the shifting of its plates makes an elongated, eerie ringing sound as it swims.

Many once thought the con rit to be a dragon of some kind. This was due not only to its massive size but also to its ability to launch its venom in a concentrated blast. It would use this technique to shoot birds out of the sky or knock sailors off ships. Their movement through the water is also not entirely dissimilar to that of dragons. Those who seek out a con rit's lair in search of treasure are usually disappointed (when they aren't eaten alive by the huge insect).

There are legends that a con rit, much like a phoenix, is reborn after its death. This, however, is not the case. A con rit will make a nest far below the surface of its territory, usually in underwater caves. Throughout its life, a con rit will lay thousands of eggs in its cave that will never hatch. The con rit will eat any egg that gets too old, but there are always large numbers of them remaining. When a con rit dies, it releases a strong-smelling chemical into the air and water that triggers the hatching process. The eggs will slowly crack open within the month, and hundreds of baby con rits will begin to fight each other for territory. By year's end, one will win and reach full maturity. This cycle is what has led to the legends of endless rebirth. Other stories say that every generation of the con rit is ever so slightly smaller, leading to tales of ancient con rits that were hundreds of feet long. However, the size of such legendary insects has yet to be confirmed by scholars who study such things.


Traits

Common

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.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.