Creating a Tuyewera
System: Pathfinder | SRD
Creating a Tuyewera
CR 4
XP 1200
Init +7
;
Senses darkvision 60 ft.; Perception +10
Defense
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 39 (6d8+12)
Fort +4,
Ref +5,
Will +6
DR 5/magic
Immune undead traits
Weaknesses vulnerable to sunlight
Offense
Speed 20 ft.
Melee slam +7 (1d6+4), tongue +8 (1d4+4 plus grab)
Special Attacks constrict (1d4+4), lure, steal tongue, suffocation
CMB +7
CMD 20
Statistics
Str 17,,
Dex 16,,
Con —,,
Int 8,,
Wis 13,,
Cha 15
Base Atk +4
Feats Combat Reflexes , Improved Initiative , Weapon Focus (tongue)
Skills Bluff +8, Perception +10, Stealth +12
Languages Common (but see steal tongue below)
Special Abilities
Daytime Invisibility (Su) During the day, a tuyewera is invisible as long as it doesn’t attack. This effect functions as the invisibility spell, but lasts for the entire day. If a tuyewera takes any action that would negate its invisibility (such as attacking), it remains visible until it takes a full-round action to reactivate its invisibility.
Lure (Su) If a tuyewera possesses a stolen tongue (see steal tongue ability), it can lure creatures into a trancelike state and compel them to approach as a standard action. When a tuyewera uses its lure, it must target an intelligent creature within 120 feet to which it has line of effect (but not necessarily line of sight). The tuyewera must concentrate to maintain the lure’s effects. It then calls out to the creature, beckoning it to approach. The target can resist this lure by making a successful DC 15 Will save, after which that target is immune to that tuyewera’s lure ability until the tuyewera gains a different tongue. If the tuyewera uses the target’s name during the lure, the target suffers a –2 penalty on the Will save. If the target fails, she becomes fascinated and attempts to approach the tuyewera by the shortest, safest route possible. Once the target is adjacent to the tuyewera, she remains motionless and offers no resistance to the undead’s attacks (although once the tuyewera attacks, it ceases concentration and the victim is free to act, assuming she survives the monster’s attack). This is a sonic mindaffecting charm effect. The save DC is Charisma-based.
Suffocation (Su) A tuyewera does not breathe itself, but it can attempt to steal the breath of a helpless, fascinated, or stunned adjacent creature as a standard action. When the tuyewera attempts this, it moves its mouth next to the victim’s mouth and inhales, drawing the victim’s breath out of her body. The victim can attempt to resist this attack by making a DC 15 Fortitude save. If she fails, the victim is stunned for 1 round and begins to suffocate. The victim falls unconscious on the second round, drops to –1 hit points on the third, and dies of suffocation on the fourth. Each round, the victim may attempt a new DC 15 Fortitude save to end the suffocation effect. The save DC is Charisma-based.
Steal Tongue (Su) A tuyewera does not possess a tongue of its own when it is created—it must steal a tongue from a recently slain (no more than 1 day ago) creature before it can speak, attack with its tongue, or use its lure or constriction attacks. Stealing a tongue is a full-round action, after which the stolen tongue merges with the tuyewera’s jaw. The tuyewera gains the ability to speak and understand all of the languages known by the dead body from which the tongue was harvested, and its voice sounds exactly like that of the dead creature while it still lived. The monster’s new tongue is a dangerous weapon as well, and can extend to a length of nearly 5 feet to attack and constrict foes. A stolen tongue only lasts until the next sunrise, after which it rots away to corruption in a single round, forcing the tuyewera to seek out a replacement before it regains its speech and attacks.