Remove these ads. Join the Worldbuilders Guild
Nathaione Raider - CREATURE 4
RARECEMEDIUMBESTIALNATHAIONE

Native only to the continent of Gavis-Lune, and rare even there, these foul blighted and mutant humanoid entities are another member of the feral bestial family. Their humanoid torso and arms give way at the waist to a strong serpentine body, scales of leafy greens or yellows, or soft oranges or browns. Their heads are human-esque at first glance, but with disturbingly reptilian eyes, unblinking, cold, empty. They have forked tongues, seem to possess similar senses, and some even have fangs and venom glands. Some may present with hoods like a cobra in regions near the Great Bala, others within the family have longer lower bodies, presenting with the thick, muscular and robust serpentine body of a constrictor of some sort or another.
Perception 1d20+10
Languages Feriak, Draconic, Understands Common (Valarian)
Skills Acrobatics: 1d20+11 , Athletics: 1d20+10 , Craft (Poison-Making): 1d20+7 , Intimidate: 1d20+7 , Nature: 1d20+8 , Navigation (Terrestrial): 1d20+8 , Stealth: 1d20+13 , Survival: 1d20+8

STR +4 , DEX +5 , CON +3 , INT +1 , WIS +2 , CHA +1

AC 23
Saving Throws Fort 1d20+9 , Ref 1d20+11 , Will 1d20+8 , Power Save (Strength): 1d20+10 , Logic Save (Intelligence): 1d20+7 , Ego Save (Charisma): 1d20+7
HP46 5d8+21 - Immunities Poison - Weaknesses Weakness (2) to Fire and Cold. - Resistances Resist (4 Necrotic, Radiant and Thunder
Speed 30 feet, 15 feet climb and swim
Melee Always Equipped Venomous Bite/Bite: 1d20+11 to hit, if it hits, deal 1d4+3 piercing damage, and if applicable, so if the venom was not discharged in the previous turn or during this turn, the target must make a DC 21 Fortitude Save. If they critically fail, the target becomes afflicted with Toxic (4), and takes double damage. If they fail they become Toxic (2), and take 2d6 poison damage. If they succeed they take half damage and are afflicted with Toxic (1). If they critically succeed they merely take half damage.   50% chance of being equipped, Melee, Spear: Reach 5 feet (so is 10 feet for the Nathaoine), 1d20+11 to hit, deals 1d8+3 piercing damage, and generally they will have coated their spear tip in their own venom, which the Nathaoine harvest and keep for purposes of war, and thusly when applicable (it takes for them to coat the spear-tip, but counts as a complex item interaction which does provoke reactions) has the same effects as Venomous Bite.   50% chance of having some other Basic Hand Weapon with a blade
Ranged Ranged, Hunting Bow: Range brackets 100/400, 1d20+13 to hit. Deals 1d8+5 piercing damage, and most Nathaoine raiders and hunters will carry at least five poisoned arrows, using the same venom as their bite.
Special Abilities Tough Hide [2]: Though they have a humanoid torso and head, Nathaoine seem to have a thick snake like skin, very tough and reptilian like, which provides them a level of natural body armor. They have +2 natural armor boost to their AC.   Hardy: Ungals like any Bestial, if they roll a 1 or a 2 when gaining a new hit dice, they count it as a 3 instead.   Serpentine Swiftness: Nathaoine get to add their Dexterity Boost to initiative rolls. Also 1/round they may activate the Sudden Strike making a Bite attack against a target whom attempts to attack them in melee, move into or out of melee range of them.   Corruptive Resistance: Like most Bestials and other mutated beasts so 'blessed' they reduce the effects of corruptive influence such as from Scars upon Reality, by one step.   Ambush Damage: Nathaoine are naturally very stealthy creatures and are skilled at taking advantage of any opposition unaware of their preference, particularly from distance with bows and poison dipped arrows, though they can do this up close as well. They have the benefits of a first level Scoundrel's Ambush ability, the extra damage being 1d6   Infinite Venom: A gift of their dark god Gulagor, the Nathaoine do not possess normal venom glands like most snakes, their glands produce the toxic compound their fangs inject at rapid speeds after they use it. They need only wait but 1 round between uses of their Venomous Bite.   Paralyzing Gaze: This is a special ability the Nathaoine possess, the way their upper body sways back and forth somewhat hypnotic. This is a special sort of ability they target upon any creature within sixty feet they can see that must be able to see them. At the cost of they may attempt to activate this. The creature targeted must attempt a Will Save against DC 21. If they critically fail, the target is entirely hypnotized, lost in the motion, and becomes Stunned [3]. If they simply fail, they become Stunned [2]. If the target succeeds they become Stunned [1]. If they critically succeed then they suffer no ill effect, but are vulnerable to ambush damage from the Nathaoine for the rest of this turn.   Blind Sense: Due to their snake tongues and the biological traits and sensory attributes they share with actual snakes, the Nathaoine are unaffected by the light or darkness in how they perceive the world, not really relying on eye-sight. They suffer no Perception penalties or restrictions under any level of darkness.   Cold-Blooded: The Nathaoine are cold-blooded, truly reptilian, and do not handle the cold well in any way. Any Nathaoine whom suffers cold damage immediately is afflicted with Slow [1] Condition.   Reach: Due to their serpentine bodies, Nathaoine naturally have Reach of 5 feet with their melee attacks.

Created by

Keon Croucher.

System

Pathfinder 2e

Statblock Type

Monster / NPC

Link/Embed