Murajau
System: Pathfinder | SRD
Murajau
CR 5
XP 1600
Init +6
;
Senses darkvision 60 ft., scent; Perception +9
Defense
AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, -1 size)
hp 47 (5d10+20)
Fort +5,
Ref +6,
Will +5
Offense
Speed 30 ft., swim 40 ft.
Melee mwk spear +7 (1d8+3/x3), 2 claws +6 (1d6+2)
Ranged mwk spear +7 (1d8+2/x3)
Space 10 ft.,
;
Reach 10 ft.
Special Attacks rend (2 claws, 1d6+3)
CMB +8 (+10 steal)
CMD 20 (22 vs. steal)
Statistics
Str 14,,
Dex 15,,
Con 18,,
Int 14,,
Wis 13,,
Cha 15
Base Atk +5
Feats Combat Expertise , Improved Initiative , Improved Steal
Skills Climb +8, Diplomacy +4, Knowledge (arcana) +7, Perception +9, Survival +9, Swim +18, Use Magic Device +7
Languages Aquan, Common
SQ amphibious, arcane scavanger, undersized weapons
Special Abilities
Arcane Scavenger (Su) As a standard action, a murajau can attach an item to his shell. Such attached items can’t be activated or used until removed. The items do not take up any body slots. For each magical item attached, the murajau gains a +1 morale bonus on attack rolls and on Will saving throws against mind-affecting effects. A murajau may gain a maximum +3 bonus from this ability. Removing an item from a willing or helpless murajau is a standard action; removing an item from an unwilling murajau requires a successful steal APG combat maneuver. The items are considered fastened, granting the murajau a +5 bonus to CMD against steal attempts.