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Malarunk

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 30
Unspecific Lore: DC 28
Specific Lore: DC 25

Elite | Normal | Weak
Proficiency without Level

MalarunkCreature 5

Legacy Content

Unique CE Small Charau-ka Humanoid 
Source Pathfinder #145: Hellknight Hill pg. 58
Male charau-ka cleric 5
Perception +13; darkvision, scent (imprecise) 30 feet
Languages Boggard, Draconic, Mwangi
Skills Athletics +10, Dragon Lore +11, Intimidation +11, Religion +13, Stealth +8
Str +3, Dex +2, Con +2, Int +0, Wis +4, Cha +2
Items Cinderclaw gauntlet, gold religious symbol of Dahak (worth 20 gp), hunter's arrowhead, +1 chain shirt, hatchet
AC 22; Fort +11, Ref +9, Will +13
HP 63
Speed 25 feet, climb 25 feet
Melee [one-action] Cinderclaw gauntlet +13 [+9/+5] (agile, free-hand, versatile S), Damage 2d4+5 piercing plus 1d6 fire on a critical hitMelee [one-action] hatchet +12 [+8/+4] (agile, sweep), Damage 1d6+5 slashingRanged [one-action] hatchet +12 [+8/+4] (agile, sweep, thrown 10 feet), Damage 1d6+5 slashingRanged [one-action] thrown debris +11 [+6/+1] (deadly 1d6, range 20 feet), Damage 2d6+5 bludgeoningDivine Prepared Spells DC 23, attack +13; 3rd dream message, fireball, harm (×3; deals d10s for damage instead of d8s); 2nd create food, sound burst, spiritual weapon; 1st create water, heal, sanctuary; Cantrips (2nd) detect magic, guidance, prestidigitation, shield
Channel Smite [two-actions] Cost Expend a harm or heal spell; Effect You siphon the destructive energies of positive or negative energy through a melee attack and into your foe. Make a melee Strike and add the spell's damage to the Strike's damage. This is negative damage if you expended a harm spell or positive damage if you expended a heal spell. The spell is expended with no effect if your Strike fails or hits a creature that isn't damaged by that energy type (such as if you hit a non-undead creature with a heal spell).Shrieking Frenzy [free-action] (primal, transmutation) Trigger The charau-ka's turn begins. Frequency Once per hour; Effect The charau-ka is quickened until the end of its turn, and can use the extra action to Stride or Strike. Due to its loud wailing while in a shrieking frenzy, the charau-ka can't speak and automatically critically fails all Stealth checks.Thrown Weapon Mastery When a charau-ka throws a weapon, the weapon gains the deadly d6 weapon trait. When it throws an improvised weapon, it doesn't take the –2 penalty for using an improvised weapon, nor does it take the penalty for using that weapon to make a lethal attack instead of a nonlethal attack.