← Bestiary index

Rezatha

Creature 17 (unique) — beast

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDbeastfire

A remorhaz is an enormous arctic predator that resembles a multilegged insect with draconic features. This monster has chitinous plates and more than a score segmented legs, a multipartite maw, and winglike growths fianking its head. The most unusual aspect of the creature, however, is its internal heat, which burns with such intensity that it causes the armored plates on the creature's back to become superheated whenever the beast is agitated. Remorhazes are carnivores. Their diet includes arc

Source: kingmaker-bestiary (Pre-Remaster)

Perception +28; darkvision, tremorsense (imprecise) 60 feet
Languages jotun; (can't speak any language)
Skills athletics +34, stealth +29
Str
+9
Dex
+6
Con
+9
Int
-3
Wis
+6
Cha
-2
AC 39 Fort +32 Ref +27 Will +29
HP 330
Immunities cold, fire
Speed 35 feet

Offense

Melee Jaws (reach-15, unarmed) +34, Damage 3d12+17 piercing plus Grab
Melee Tail (fire, reach-15) +34, Damage 3d6+17 bludgeoning plus 2d6 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.
Heat (aura, fire, primal) — 5 feet. A creature that starts its turn in the aura takes 4d6 fire damage. Whenever Rezatha takes damage from an enemy, this damage increases to 6d6 fire until the start of its next turn. Any creature that hits Rezatha with an unarmed strike takes 6d6 fire damage, and a weapon that hits Rezatha takes 6d6 fire damage.
Breath Weapon (fire, primal) — Rezatha unleashes a gout of flame that deals 18d6 fire damage in a 30-foot cone (DC 38 Reflex). It can't use Breath Weapon again for 1d4 rounds.
Ice Tunneler — A remorhaz can leave a tunnel when it burrows through ice or snow, and it usually does.
Swallow Whole (attack) — Large, 2d10+8 bludgeoning plus 3d6 fire{2d10+10 bludgeoning damage plus 3d6 fire damage}, Rupture 12

The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Thrash — Rezatha Strikes once with its jaws and once with its tail, each targeting a different creature. Each attack counts toward its multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks have been made.
Grab

WORKS WELL WITH

SniperLANDThe Crasher draws enemy attention in melee while the Sniper safely delivers damage from a distance.
WeaverLANDThe Weaver herds enemies into the Crasher's melee reach and heat aura for consistent area damage.
MenderLANDHigh durability and reach allow the Crasher to stay in prolonged combat while the Mender sustains it.

PUNISHES

✖ clumping✖ stealth✖ low Fortitude✖ adjacency
Works well with · Punishes · Pairing advice Unlock with Tactics

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Kingmaker.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

Full licenses · Privacy · Terms · Walkthrough

Run Rezatha in the encounter builder — free, no install.

Open in PathfinderGM →