Murajau
Creature 5 — amphibious, humanoid
Murajaus, one of many nomadic creatures of the Plane of Water, appear humanoid from the waist up but resemble a large hermit crab from the waist down, including a pair of strong pincers. Murajau communities are often multilingual, and many individuals are willing to work as translators and guides to adventurers if properly compensated. Rather than currency, murajaus prefer to deal in trinkets such as talismans, particularly those that protect travelers. For murajaus, such items signify their sin
Source: rage-of-elements-bestiary
Perception +13
Skills athletics +14, diplomacy +11, survival +13
Str
+5
Dex
+2
Con
+4
Int
+2
Wis
+2
Cha
+2
AC 25
Fort +15
Ref +9
Will +11
HP 60
Speed 25 feet, swim 30 feet
Offense
Melee Leg +14, Damage 1d6+9 bludgeoning
Melee Spear +14, Damage 1d6+9 piercing
Ranged Spear +14, Damage 1d6+9 piercing
Abilities
Hefty Defense — A murajau's weight and legs make them incredibly difficult to trip or be moved unwillingly. They can be tripped only by creatures of their size or larger and have a +2 circumstance bonus to all defenses against being shoved or tripped. However, a murajau can Stand only as a 2-action activity.
Retract — The murajau fully retreats into their shell, gaining greater cover; the bonus to Stealth applies only if the murajau is undetected. While in their shell, the murajau can't see outside and takes a –2 circumstance penalty to auditory Perception checks. The only move actions the murajau can take are to Stand or Step. The murajau can come back out as a single action.
Talisman Faithful — A murajau can affix talismans to their shell as though it were heavy armor, and they can affix up to three talismans to it at a time instead of one.
Swinging Spear — The murajau makes a spear Strike. On a hit, the murajau twists their spear to move the target to any space adjacent to the murajau and deals an additional 2d6 bludgeoning damage as the target smashes into the murajau's thick shell.
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