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Girtablilu Guardian

Creature 10 (rare) — beast

AnvilFlankerLANDbeastfire

Sentries patrol the outskirts of a girtablilu communities, watching for external threats like desert drakes, blue dragons, or adventuring parties set on reckless exploration of the girtablilus' sacred site. Girtablilus are desert-dwelling guardians with the upper bodies of muscular humanoids and the lower bodies of massive scorpions. They are most often found defending ancient temples and religious artifacts with zealous fervor. Some believe they were created by a long-dead god millennia ago to

Source: curtain-call-bestiary

Perception +22; darkvision, tremorsense (imprecise) 60 feet
Languages common, girtablilu
Skills athletics +22, intimidation +19, religion +20, survival +22
Str
+6
Dex
+4
Con
+6
Int
+3
Wis
+6
Cha
+3
Items Shortbow, Temple Sword, Steel Shield, Hide Armor
AC 30 Fort +20 Ref +18 Will +22
HP 180
Speed 40 feet

Offense

Melee Pincer (agile) +22, Damage 2d8+12 bludgeoning plus Grab
Melee Stinger (reach-10) +22, Damage 2d6+12 piercing plus Girtablilu Venom
Melee Temple Sword (monk, trip) +23, Damage 2d8+12 slashing plus 1d6 fire
Ranged Shortbow (deadly-d10, reload-0) +22, range increment 60 feet, Damage 2d6+6 piercing plus 1d6 fire

Abilities

Tremorsense (Imprecise) 60 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Shield Block
Constrict — 2d8+9 bludgeoning, DC 26 Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Desert Stride — A girtablilu ignores natural difficult terrain in the desert.
Girtablilu Venom (poison) — Saving Throw DC 28 Fortitude
Maximum Duration 6 rounds

Stage 1 2d6 poison damage and Enfeebled 1 (1 round)

Stage 2 3d6 poison damage and enfeebled 1 (1 round)

Stage 3 3d6 poison damage and Enfeebled 2 (1 round)
Grab

WORKS WELL WITH

SniperLANDA sniper exploits the tempo advantage of shooting enemies the anvil has already grabbed and constricted.
WeaverLANDA weaver eases the positioning tension by funnelling enemies into the anvil's reach and trip zones.
MenderLANDA mender resolves the priority tension of sustaining the anvil through prolonged frontline combat.

PUNISHES

✖ melee reliance✖ low Fortitude
Double Anvil may lack the burst damage to finish grappled enemies before they escape control.
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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