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Azarpal

Creature 13 (uncommon) — fey

WeaverShadeLANDSUBTERRANEANfey

Azarpals resemble bipedal hogs with wide-tusked mouths, bloated bellies, and long, bristly tails. They can store food in their multiple stomachs for long periods of time, slowly infusing it with a signature poison that causes those afflicted to sweat profusely and succumb to intense nausea. Azarpals love spreading discontent via poisoned food. They delight in traveling caravan routes, disguised as merchants, constantly sampling regional cuisines, and choosing their favorites for stomach storage

Source: curtain-call-bestiary

Perception +24; low-light-vision
Languages common, diabolic, fey
Skills Cooking Lore +23, crafting +23, deception +27, stealth +26, thievery +24
Str
+4
Dex
+7
Con
+5
Int
+5
Wis
+4
Cha
+8
Items Skeptical Fury Cocktail (Moderate), Poison Fizz (Moderate), Regional Meals (4)
AC 34 Fort +24 Ref +26 Will +20
HP 275
Immunities disease
Weaknesses cold-iron 10
Speed 30 feet, burrow 15 feet

Offense

Melee Jaws (finesse, unarmed) +26, Damage 3d12+12 piercing
Melee Tail (agile, finesse) +26, Damage 3d10+10 bludgeoning

Abilities

Azarpal Poison (poison) — Saving Throw DC 28 Fortitude

Onset 1 minute

Maximum Duration 6 minutes

Stage 1 Sickened 1 (1 minute)

Stage 2 Fatigued and Sickened 2 (1 minute)

Stage 3 2d12 poison damage plus fatigued and Sickened 3 (1 minute); the sickened condition value caused by azarpal poison cannot be reduced below 1 as long as the poison's duration remains active.
Culinary Alchemy — The azarpal knows the formulas for all common and uncommon alchemical foods of its level or lower found on pages 46–51 of Treasure Vault without needing a formula book. A typical azarpal carries about 700 gp of alchemical food.
Gulp or Grab (manipulate) — The Azarpal swallows a single meal or alchemical food and stores it in one of six stomachs. Therein, the food doesn't spoil (drinks must be swallowed in closed containers, or they spill and affect the azarpal normally). The azarpal can use this activity to reach into its mouth and retrieve a stored item as well. Any item that remains stored in an azarpal's stomach for at least 24 hours becomes laced with azarpal poison.
Lasting Illusion — When an azarpal casts illusory disguise and only targets themselves, the duration increases to 24 hours.
Twirl Tail — The azarpal lashes and twirls their confounding tail, snapping and lashing it in all adjacent squares. Until the start of the azarpal's next turn, all non-azarpals treat the squares adjacent to the azarpal as difficult terrain.
Occult Innate Spells DC 30, attack +22
1st Illusory Disguise

WORKS WELL WITH

AnvilLANDAnvil holds position inside the Weaver's Twirl Tail zone, punishing enemies who close into melee.
CrasherLANDCrasher exploits isolated enemies the Weaver creates through zone control and burrow surprise repositioning.
SniperLANDSniper attacks from range while the Weaver's area denial prevents enemies from safely closing the distance.

PUNISHES

✖ clumping✖ melee reliance✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #204: Stage Fright.

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