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Avarek

Avareks delight in tormenting ship's crews and causing shipwrecks off the coasts of Garund and the Inner Sea. Bipedal, aquatic fey covered in long, urchin-like spines, avareks stand 2 feet tall—or 3 feet tall if measured to the tips of their spines—and weigh fewer than 30 pounds.

Avareks rely on subtlety and subterfuge to indulge their destructive whims, using magic to sabotage ships and cloud the minds of crew members and passengers. Patient and cunning, avareks lurk beneath or within a targeted vessel for weeks, building conflict and mistrust. Soon, shipmates accuse one another of theft and treachery; superstitious crew members might believe their ship is haunted. Eventually, the crew becomes too frightened or mistrustful to save their ship from the avareks' sabotage.

Avareks take pride in their sunken trophies, claiming the wrecks of ships they've destroyed as their homes and gorging on the bloated, water-logged corpses of the crew and passengers.

Recall Knowledge - Fey (Nature): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

AvarekCreature 8

Legacy Content

Uncommon NE Small Amphibious Fey 
Source Pathfinder #159: All or Nothing pg. 80
Perception +16; darkvision
Languages Aquan, Common, Undercommon; speak with animals
Skills Acrobatics +17, Athletics +14 (+16 to Climb or Swim), Deception +17, Nature +16, Sailing Lore +15, Stealth +19, Survival +16, Thievery +19
Str +2, Dex +5, Con +4, Int +3, Wis +4, Cha +3
Items +1 striking dagger
AC 26; Fort +16, Ref +19, Will +16
HP 150; Weaknesses cold iron 8
Speed 20 feet, climb 20 feet, swim 50 feet
Melee [one-action] dagger +20 [+16/+12] (agile, finesse, magical, versatile S), Damage 2d4+4 piercingMelee [one-action] spine +16 [+11/+6], Damage 2d6+4 piercing plus 1d6 persistent bleedRanged [one-action] dagger +20 [+16/+12] (agile, finesse, magical, thrown 10 feet, versatile S), Damage 2d4+4 piercingPrimal Innate Spells DC 30, attack +22; 4th confusion, hydraulic torrent, suggestion; 2nd hydraulic push (at will), invisibility (self only), shatter, ventriloquism (at will); 1st grease (at will), gust of wind (at will); Cantrips (4th) prestidigitation; Constant (4th) speak with animals
Prickly Defense [one-action] The avarek withdraws beneath its spines, presenting a defensive, spiky exterior. It gains a +2 circumstance bonus to spine Strikes and AC. Any adjacent creature that attempts a melee attack against the avarek takes 1d6 piercing damage per attack, regardless of whether the attack hits. Prickly Defense lasts until the avarek uses a move action or makes a Strike with any weapon other than its spines.Rolling Assault [two-actions] The avarek curls into a ball and rolls rapidly, impaling enemies with its spines. The avarek Strides twice and makes up to two spine Strikes at any point during its movement, each against a different target within reach. These attacks count toward the avarek's multiple attack penalty, but the penalty doesn't increase until after the avarek makes all the attacks.Sneak Attack The avarek's Strikes deal an additional 2d6 precision damage to flat-footed creatures.