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Tallusian

While many celestials are drawn to what is, tallusians care about what was. Compelled to protect the remnants of fallen civilizations, tallusians often work alongside dryads and other creatures of nature, helping restore the land around their ruins while fighting off evil influences seeking to claim the abandoned structures for themselves. Though few know more about the ancient civilizations they protect than the tallusians themselves, they rarely make distinctions between holy sites and those used for nefarious purposes. To a tallusian, any building, regardless of its history, can be repurposed into something new.

Physically, tallusians resemble oversized red pandas, except they have six legs, piercing blue eyes, and quills of sharpened stone growing along their backs and from their bushy tails. At rest, tallusians appear virtually indistinguishable from the buildings they protect, masquerading as heaps of rubble until they move. They also possess the ability to adopt a humanoid form, often that of an energetic child. Tallusians disguised as children have been known to lead adventurers to civilizations that have otherwise fallen off the map, in hopes the heroes will help protect the ruins until they can be restored.

Recall Knowledge - Celestial (Religion): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak TallusianCreature 4

Uncommon Medium Azata Celestial Holy 
Source Claws of the Tyrant pg. 121
Perception +10; darkvision
Languages Empyrean, Fey; truespeech
Skills Acrobatics +9, Architecture Lore +12, Athletics +9, Crafting +11, Nature +11, Stealth +9, Survival +11
Str +2, Dex +2, Con +4, Int +1, Wis +3, Cha +2
AC 19; Fort +12, Ref +10, Will +10
HP 61; Weaknesses cold iron 5, unholy 5
Speed 25 feet, climb 20 feet
Melee [one-action] jaws +12 [+7/+2], Damage 2d8-2+8 piercingMelee [one-action] claw +12 [+8/+4] (agile), Damage 2d6-2+6 slashingMelee [one-action] tail +12 [+7/+2], Damage 2d6-2+6 bludgeoning plus KnockdownRanged [one-action] quill +12 [+8/+4] (agile, range increment 20 feet), Damage 2d6-2+6 piercingDivine Innate Spells DC 20 (-4 dmg); 4th shape stone; 2nd humanoid form (at will); 1st pummeling rubble; Constant (5th) truespeech
Crumbling Ground [two-actions] (divine, earth) The tallusian slaps their tail against the earth, creating a vibration at the precise frequency needed to shake the ground in a 10-foot burst within 30 feet. The area becomes difficult terrain for 24 hours. Any creature in the area must attempt a DC 20 Reflex save.
Critical Success The creature is unaffected.
Success The creature is off-guard until the start of its next turn.
Failure The creature falls prone.
Critical Failure As failure, plus the creature takes 1d6 bludgeoning damage.
Rubble [one-action] (concentrate) Until the next time it acts, the tallusian appears to be a normal pile of broken rubble. It has an automatic result of 31 (34 in ruins) on Deception checks and DCs to pass as a pile of rubble.Tail Spin [two-actions] The tallusian spins in place, sweeping their tail to knock down their foes. Each adjacent foe takes 2d6+6 bludgeoning damage (DC 20 basic Reflex save). Also on a failed save, the target is knocked prone. Afterward, the tallusian becomes clumsy 1 for 1 round.

Sidebar - Additional Lore Excessive Exuberance

With their ability to shapeshift and seemingly limitless energy, tallusians are often mistaken as fey by the adventurers who encounter them. Indeed, many tallusians feel more comfortable among creatures of the First World than those of the celestial realms. Angels and even other azatas sometimes feel the intensity with which tallusians protect their ruins to be excessive. At heart, however, tallusians are as kindhearted as they are exuberant, flying into a frenzy of tooth, claw, and quill only when they feel their territory is at risk.