Miavri
Creature 13 (unique) — fey
AnvilFlankerLANDfey
Kishis are duplicitous and murderous fey who dwell on the edges of Golarion's densest jungles. At first glance, kishis appear to be attractive humans, usually of a local ethnicity, but their full heads of thick hair conceal a second face: that of a snarling hyena. When a kishi lures their prey into a vulnerable situation, their head swivels around, revealing this fearsome visage. In this form, a kishi's powerful jaws are almost impossible to pry loose and can crush a victim's bones in a matter o
Source: curtain-call-bestiary
Perception +23; low-light-vision
Languages common, fey, mwangi
Skills athletics +26, deception +25, diplomacy +23, society +20, stealth +24
Str
+7
Dex
+5
Con
+3
Int
+1
Wis
+4
Cha
+6
Items Charm of Acid Resistance (Major)
AC 32
Fort +20
Ref +26
Will +23
HP 232
Resistances piercing 15, acid 15
Weaknesses cold-iron 15
Speed 25 feet
Offense
Melee Jaws (unarmed) +26, Damage 3d10+13 piercing plus Grab
Melee Claw (agile, unarmed) +26, Damage 3d8+13 slashing
Abilities
Constrict — 2d10+13 piercing, DC 33 Fortitude (Grabbed by jaws only)
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.
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.
Head Spin — The kishi switches between showing their attractive human face and their snarling hyena face. A kishi can use their innate spell and their Deception and Diplomacy skills only when their human face is showing, and they can use their jaws Strike only when their hyena face is showing.
Sudden Charge — The kishi Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.
Vicelike Jaws — A creature Grabbed in the kishi's jaws can barely speak; a creature must succeed at a DC 8 Flat check to provide verbal components for spells, doing so in a choked whisper.
Grab —
Arcane Innate Spells DC 33, attack +25
5th Subconscious Suggestion
1st Charm (At Will)
WORKS WELL WITH
ShadeLANDA Shade's debuffs to enemy saves compound the Anvil's grapple and constrict, ensuring targets stay locked down once caught.
CrasherLANDA Crasher's forced movement herds enemies into the Anvil's reach, feeding a steady stream of grab targets.
WeaverLANDA Weaver's area denial isolates priority targets, letting the Anvil focus its constrict cycle without interference.
PUNISHES
✖ spellcasting✖ weak Fortitude
Works well with · Punishes · Pairing advice
Unlock with Tactics
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