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Rezzelki

Creature 10 (uncommon) — beast

CrasherAnvilLANDAERIALbeastprimalacid

Rezzelkis are curious-looking beasts native to the deserts of Osirion. Three feet tall at the shoulder and five feet long, rezzelkis are squat, mammalian quadrupeds with tawny red fur, with crystal-studded flat tails, and prehensile anteater-like snouts. Their long, pink tongues are covered with hundreds of tiny, razor-sharp bristles that allow them to rasp through flesh with unnerving ease, even before accounting for the effect of their acidic saliva. Rezzelkis are ferociously territorial and

Source: curtain-call-bestiary

Perception +21; darkvision; glutton scent (imprecise) 60 feet
Languages osiriani; Can't Speak
Skills athletics +22
Str
+6
Dex
+3
Con
+5
Int
-3
Wis
+3
Cha
+2
AC 29 Fort +21 Ref +17 Will +19
HP 175
Resistances acid 10
Speed 25 feet, fly 20 feet

Offense

Melee Tail (forceful, magical) +22, Damage 2d12+10 bludgeoning plus Knockdown
Melee Tongue (agile, reach-10) +22, Damage 2d6+6 slashing plus 1d6 acid

Abilities

Glutton Scent — A rezzelki's scent ability becomes a precise sense against its favored meal.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Favored Meal — All rezzelkis have a favorite type of creature to feast upon. Against a favored meal in combat, a rezzelki gains a +1 circumstance bonus to all Strikes and Athletics checks.

If an encounter doesn't specify what a rezzelki's favorite foodstuff is, roll :

1—human

2—dwarf

3—elf

4—kholo

5—desert giant

6—mummy
Reactive Taste (primal) —
Fracturing Smash (attack) — The rezzelki Strikes a target with a particularly powerful blow from its tail, with enough force to potentially pulverize bone. This Strike treats any object it hits as if it had half as much Hardness as usual, unless the object's hardness is greater than the rezzelki's level. If the Fracturing Smash hits, it deals two extra dice of weapon damage. A creature with a skeleton that takes damage must succeed at a DC 26 Fortitude save or become Clumsy 1 (Clumsy 2 on a critical failure) by the Fracturing Smash as its bones are partially broken.
Knockdown
Primal Innate Spells DC 29, attack +21
4th Fly (Constant)

WORKS WELL WITH

SnareLAND / AERIALA controller that pins targets in place keeps them inside the long reach of the tail and tongue for repeated Strikes.
FlankerLAND / AERIALA precision skirmisher exploits the Off-Guard condition left by Knockdown while the beast holds the target's attention.
SniperLAND / AERIALA ranged attacker can keep dealing damage while this reach-heavy bruiser occupies the melee line.

PUNISHES

✖ standing still✖ clumping✖ low Fortitude
Avoid stacking with another heavy melee bruiser; both compete to isolate the same target rather than covering different threats.
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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