Coral Capuchin Matriarch

System: Pathfinder | SRD

Coral Capuchin Matriarch CR 1
XP 400
Init +3 ; Senses darkvision 60 f t., low-light vision; Perception +1
Defense
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 13 (2d10+2)
Fort +4, Ref +6, Will +1
Weaknesses moisture dependency
Offense
Speed 30 ft., climb 30 ft., fly 40 ft. (good), swim 30 ft.
Melee bite +7 (1d3–2 plus cursed bite)
Space 2-1/2 ft., ; Reach 0 ft.
Special Attacks cursed bite
CMB +3 CMD 11
Statistics
Str 6,, Dex 17,, Con 12,, Int 6,, Wis 13,, Cha 7
Base Atk +2
Feats Weapon Finesse
Skills Climb +6, Fly +11, Sleight of Hand +8, Stealth +15 (+19 in coral reefs), Swim +6
Languages Common (generally knows only a dozen or so words)
SQ amphibious
Special Abilities
Cursed Bite (Su) A coral capuchin’s bite bestows some of the creature’s benefits and weaknesses upon the victim unless the victim succeeds at a DC 12 Constitution check. The curse delivered by this bite persists for 1d6 hours, and cannot affect the same creature more than once in a 24-hour period. Affected creatures can hold their breath for double the normal amount of time, but begin drying out when exposed to air. Victims take 1d6 points of damage for every 10 minutes they are out of water, though spending a full-round action to bathe the victim in any sort of water halts this damage. The save DC is Constitution-based. Moisture
Dependency (Ex) A coral capuchin can breathe both air and water and survive indefinitely on land, but the creature must regularly be either submerged in water or thoroughly wetted down, or else it dries out. A coral capuchin can remain out of water for a number of hours of equal to its Constitution score before it suffers any negative effects. After this time, the creature takes 1d6 points of damage for every hour it remains dry. Bathing the creature in water of any sort resets this time frame.
, Pathfinder #58: Island of Empty Eyes pg. 82

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