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PFS StandardMurajau

Murajaus, one of many nomadic creatures of the Plane of Water, appear humanoid from the waist up but resemble a large hermit crab from the waist down, including a pair of strong pincers. Murajau communities are often multilingual, and many individuals are willing to work as translators and guides to adventurers if properly compensated. Rather than currency, murajaus prefer to deal in trinkets such as talismans, particularly those that protect travelers. For murajaus, such items signify their sincerity and unwavering desire to protect others. They trade tales among each other of treasure troves too dangerous to easily explore. Rather than keep this information solely for themselves, they're happy to share it with trustworthy people they meet in exchange for a small share.

Faydhaans tell condescending tales of murajaus, describing their origin as royal servants who failed to fulfill a royal decree. Murajaus' own creation story, meanwhile, claims that the royal decree in question requested they travel the lands to provide shelter and hospitality to visitors, a mission they have since carried on for generations. They take great pride in treating guests well, especially in providing suitable food, drink, and gifts.

Recall Knowledge - Humanoid (Society): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

MurajauCreature 5

Medium Amphibious Humanoid 
Source Rage of Elements pg. 183
Perception +13; darkvision, scent (imprecise) 30 feet
Languages Common, Thalassic
Skills Athletics +14, Diplomacy +11, Survival +13, Talisman Lore +13
Str +5, Dex +2, Con +4, Int +2, Wis +2, Cha +2
Items potency crystal, shark tooth charm, mesmerizing opal, spear (3)
AC 25; Fort +15, Ref +9, Will +11
HP 60
Talisman Faithful A murajau can affix talismans to their shell as though it were heavy armor, and they can affix up to three talismans to it at a time instead of one.Hefty Defense A murajau's weight and legs make them incredibly difficult to trip or be moved unwillingly. They can be tripped only by creatures of their size or larger and have a +2 circumstance bonus to all defenses against being shoved or tripped. However, a murajau can Stand only as a 2-action activity.
Speed 25 feet, swim 30 feet
Melee [one-action] leg +14 [+9/+4] (versatile P), Damage 1d6+9 bludgeoning plus GrabMelee [one-action] spear +14 [+9/+4], Damage 1d6+9 piercingRanged [one-action] spear +14 [+9/+4] (thrown 20 feet), Damage 1d6+9 piercingRetract [two-actions] The murajau fully retreats into their shell, gaining greater cover; the bonus to Stealth applies only if the murajau is undetected. While in their shell, the murajau can't see outside and takes a –2 circumstance penalty to auditory Perception checks. The only move actions the murajau can take are to Stand or Step. The murajau can come back out as a single action.Swinging Spear [two-actions] The murajau makes a spear Strike. On a hit, the murajau twists their spear to move the target to any space adjacent to the murajau and deals an additional 2d6 bludgeoning damage as the target smashes into the murajau's thick shell.

Sidebar - Additional Lore More than a Mere Shell

To murajaus, one's shell signifies homestead, status, identity, and cultural inheritance. Community elders and leaders often wear shells passed down from a long line of successors, which carry modifications and marks that denote predecessors' achievements and failures. On the occasion that their community numbers exceed the number of shells available, a hunting season might be declared. Participants who return with suitable trophies are revered for their contribution and bravery.