Skrik Nettle
Creature 6 — aberration
Pre-Remaster content. May include legacy alignment.
CrasherWeaverLANDAERIALaberration
The expansive skies of the First World are home to skrik nettles-delicate, bizarre-looking creatures that resemble large jellyfishes. A fringe of brightly colored feathers circles their bodies, and long tendrils trail from their center, each ending in a snapping beak. Known for their eerie, chirping melodies, skrik nettles soar above the First World in flocks of a dozen or more, diligently scavenging for food in the fey realm's cutthroat ecosystem. When hunting or provoked, skrik nettles attack
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +16; motion-sense 30 feet
Skills acrobatics +16
Str
+4
Dex
+5
Con
+2
Int
-4
Wis
+4
Cha
+0
AC 22
Fort +10
Ref +17
Will +14
HP 130 ((fast healing 5))
Weaknesses piercing 5, slashing 5
Speed 10 feet, fly 25 feet
Offense
Melee Beak (agile, finesse, reach-10, unarmed) +17, Damage 2d8+6 piercing plus Skrik Nettle Venom
Abilities
Motionsense — A flying skrik nettle can detect the movement of nearby creatures and objects from the tiny gusts of wind created by their movements. This is a precise sense at the listed range, but it works only against creatures and objects that moved through air in the previous round.
Fast Healing 5 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Spill Venom —
Negate Levitation (primal) — The skrik nettle attempts to counteract (with a modifier of +17) a single effect currently levitating a creature it can detect with its motionsense.
Skrik Nettle Venom (poison, primal) — Saving Throw DC 27 Fortitude
Maximum Duration 6 rounds
Stage 1 Clumsy 1 and levitate upward 5 feet (1 round)
Stage 2 Clumsy 2 and levitate upward 10 feet (1 round)
A levitating creature takes a -2 circumstance penalty to attack rolls. It can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If it's adjacent to a fixed object or stable terrain, it can move across the surface by climbing (if the surface is vertical) or crawling (if the surface is horizontal, such as a ceiling).
A flying creature can move normally but still increases its altitude as appropriate from the venom. A creature that can't fly falls as soon as it recovers from skrik nettle venom.
Maximum Duration 6 rounds
Stage 1 Clumsy 1 and levitate upward 5 feet (1 round)
Stage 2 Clumsy 2 and levitate upward 10 feet (1 round)
A levitating creature takes a -2 circumstance penalty to attack rolls. It can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If it's adjacent to a fixed object or stable terrain, it can move across the surface by climbing (if the surface is vertical) or crawling (if the surface is horizontal, such as a ceiling).
A flying creature can move normally but still increases its altitude as appropriate from the venom. A creature that can't fly falls as soon as it recovers from skrik nettle venom.
WORKS WELL WITH
SnareLAND / AERIALA snare's area control keeps enemies within the skrik's reach-10 range where venom can stack.
FlankerLAND / AERIALA flanker occupies enemies on the ground while the flying crasher harries from above with reach.
WeaverLAND / AERIALA weaver layers additional debuffs that compound with the skrik's clumsy and levitate venom effects.
PUNISHES
✖ low Fortitude✖ invisibility reliance✖ levitation reliance✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
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