Taniwha
System: Pathfinder | SRD
Taniwha
CR 6
XP 2400
Init +2
;
Senses darkvision 60 ft., detect poison , low-light vision; Perception +16
Defense
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 68 (8d10+24); fast healing 5
Fort +9,
Ref +8,
Will +7
DR 5/magic
SR 17
Offense
Speed 30 ft., swim 40 ft.
Melee bite +14 (3d6+10)
Space 10 ft.,
;
Reach 10 ft.
Special Attacks fearful memory, seize magic
Spell-Like Abilities (CL 6th; concentration +10)
CMB +16
CMD 28
Statistics
Str 25,,
Dex 14,,
Con 16,,
Int 12,,
Wis 17,,
Cha 19
Base Atk +8
Feats Alertness , Improved Iron Will , Iron Will , Power Attack
Skills Knowledge (nature) +5, Perception +16, Sense Motive +13, Swim +22
Languages Aquan, Common, Sylvan
SQ amphibious
Special Abilities
Fearful Memory (Su) Once per day as a standard action, a taniwha can manipulate the memories of any number of creatures within 100 feet. All targets of the attack must be within 30 feet of each other and each can attempt a DC 18 Will save to resist the fearful memory. Creatures that fail become frightened for 2d6 rounds and flee the area; furthermore, their memories of encountering the taniwha are erased, as if via modify memory (CL 6th). When the frightened effect passes, the creature continues to harbor vague fears of the region where it first succumbed to the fearful memory, although it cannot remember exact details. Such a creature must succeed at a DC 18 Will save to approach within 100 feet of this location. On a successful save, the creature can enter the area but is shaken for as long as it remains there. On a failed save, the creature cannot willfully enter the area and can’t attempt a new saving throw to enter the area for 1 hour. This is a mind-affecting fear effect and a curse effect. The save DCs are Charisma-based.
Seize Magic (Su) Once per day as a standard action, a taniwha can attempt to seize a spellcasting creature’s ability to use magic. The target must be within 100 feet of the taniwha. If the target fails a DC 18 Will save, its ability to cast spells is hindered. Whenever the victim attempts to cast a spell, it must succeed at a concentration check (DC = 15 + the level of the spell being cast). On a failed check, the spellcaster fails to cast the spell—the spell is not expended, but the action is wasted. This is a curse effect that lasts for 24 hours, but the taniwha can opt to end the effect at any time as a swift action. The save DC is Charisma-based.