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Pathfinder Second Edition

Compendium

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Namorrodor

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Namorrodor stalk the night, craving the flesh of the living. Though they dwell on the Shadow Plane, the shadowy substances of that plane offer them only the barest sustenance, and they forever seek to cross over onto the Material Plane—yet they can make this journey only on the eve of a death, and only in a place where their plane overlaps the Material. When they manage to make the leap between planes, a shooting star marks their passage.

Attracted by the smell of cooking meat but particularly vulnerable to flame, a namorrodor’s most Common meal is a traveler who has strayed from their campfire. Unattended babies are a treat so delectable, however, that a Namorrodor will risk an encounter with dreaded fire if it spies an opportunity to snatch one.

A namorrodor’s skin is torn and loose over jutting bones, through which the wind whistles with a distinctive, eerie tone. Able to change between a quadrupedal and bipedal Stance, the Namorrodor is an admirable hunter.

Attributes

Namorrodor

Creature 5

CNMediumShadow, Undead
  • Perception11; darkvision, lifesense 30 feet
  • Skills acrobatics 12 athletics 13 stealth 14 survival 11
  • Str4Dex5Con3Int 3Wis2Cha0
  • AC 22 Fort12Ref14Will11
  • HP 85 Immunitiesdeath effects, disease, paralyzed, poison, sleep Weaknessespositive 5, fire 5
  • Interplanar Lifesense While the namorrodor is on the Shadow Plane, its lifesense extends to the Material Plane as a vague sense with a 100-foot range.
  • Whistling Bones 30 feet. Wind whistles through the namorrodor’s jutting bones with an eerie tone. A creature entering or beginning its turn in the area must attempt a DC 19 Will save, becoming frightened 1 on a failure (frightened 2 on a critical failure). A creature can’t reduce its frightened condition below 1 as long as it’s in the aura. A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’s frightful presence if they have been around each other for a long time.
  • Material Leap TriggerA creature the namorrodor can sense with its lifesense on the Material Plane dies. Requirements: The namorrodor is on the Shadow Plane; Effect: The namorrodor leaps between planes, appearing on the Material Plane within 100 feet of the triggering creature. It remains on the Material Plane for 24 hours, after which it is recalled to its original location on the Shadow Plane.
  • Speed40 feet,
  • Melee jaws 15 Damage2d8+6 piercing claw 15 (agile) Damage2d6+6 piercing plus Grab
  • Ranged spit 14 (range 30 feet) (range 30)Damage1d8+6 bludgeoning
  • Bounding Sprint Requirements: The namorrodor has nothing in its hands; Effect: The namorrodor bounds forward, using four limbs for an extra burst of speed. It Strides twice and makes a single melee Strike at the end of its movement.