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Syu Tak-nwa (Level 16)

Creature 16 (unique) — human, humanoid

Pre-Remaster content. May include legacy alignment.

SnareWeaverLANDhumanhumanoidoccult

Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)

Perception +29
Languages goblin, taldane, tien, ysoki
Skills acrobatics +28, arcana +27, deception +29, medicine +25, nature +25, occultism +31, society +29, thievery +26
Str
+0
Dex
+4
Con
+2
Int
+5
Wis
+3
Cha
+5
Items +3 Greater Striking Jian
AC 37 Fort +26 Ref +29 Will +28
HP 250
Speed 25 feet

Offense

Melee Hair (agile, disarm, finesse, grapple, magical, reach-10, trip, unarmed) +28, Damage 3d6+8 bludgeoning plus Grab
Melee Jian (agile, finesse, magical, versatile-s) +27, Damage 3d6+12 piercing

Abilities

Familiar — Tak-nwa's familiar is an elephant hawk moth named Yon-so. Yon-so has a fly Speed of 40 feet, darkvision, and scent as an imprecise sense to a range of 30 feet.
Choking Hair — As long as Tak-nwa has a creature Grabbed with her hair, the creature cannot breathe and must succeed at a DC 5 Flat check any time they attempt an action that involves speaking (including linguistic effects and Casting a Spell with a verbal component). On a failure, the action is disrupted.
Empowered Hair — Tak-nwa has mastered using her prehensile hair in combat. She can use her living hair to perform precise tasks such as picking up objects and performing simple Interact actions, and she can automatically Grab with her hair, as the creature ability. She can also deliver hexes through her hair. Whenever Tak-nwa successfully casts a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if her target is within reach, as part of the spellcasting activity she can make a hair Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect.
Grab
Occult Prepared Spells DC 38, attack +30
8th Antimagic Field, Mind Blank
7th Duplicate Foe, Mask of Terror, Warp Mind
6th Dominate, Feeblemind, Repulsion, True Seeing
5th Black Tentacles, Synesthesia
4th Blink, Confusion
3rd Chilling Darkness, Haste, Paralyze, Slow
2nd Mirror Image, Paranoia, Silence
1st Fear, Phantom Pain, Ray of Enfeeblement, True Strike
Cantrips (8th) Daze, Forbidding Ward, Guidance, Shield, Telekinetic Projectile
Occult Focus Spells DC 38, attack +30; 3 Focus Points
5th Curse of Death
3rd Malicious Shadow
1st Cackle, Needle of Vengeance
Cantrips (7th) Evil Eye

WORKS WELL WITH

AnvilLANDA durable frontline body holds the main line so the grappling caster can reach into the backline and lock down a single target uncontested.
CrasherLANDOnce a target is Grabbed and silenced, a burst melee striker can finish it before it escapes the hold.
SniperLANDA ranged attacker can keep pressuring the rest of the group while the grapple removes one PC from the fight for several turns.

PUNISHES

✖ melee reliance✖ solo targets isolated from the group✖ verbal/speech-dependent actions
Avoid stacking another single-target grappler; the party only needs one lockdown threat to solve with a single Escape attempt.
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 #167: Ready? Fight!.

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