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Red Reaver

Its stooped stance evoking a gorilla-like frame, this massive beast has six tiny eyes and atrophied wings.

Red Reaver CR 13

Source Curse of the Crimson Throne (PFRPG) pg. 476, Pathfinder #10: A History of Ashes pg. 88
XP 25,600
N Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8


AC 29, touch 7, flat-footed 29 (–2 Dex, +22 natural, –1 size)
hp 184 (16d10+96)
Fort +16, Ref +8, Will +8
Immune sleep
Weaknesses distracted by beauty


Speed 30 ft., fly 20 ft. (clumsy)
Melee bite +24 (2d6+9/19–20), 2 claws +24 (1d8+9)
Space 10 ft., Reach 10 ft.
Special Attacks rend (2 claws, 1d8+13), roar


Str 28, Dex 6, Con 23, Int 3, Wis 13, Cha 12
Base Atk +16; CMB +26 (+28 bull rush); CMD 34 (36 vs. bull rush)
Feats Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Iron Will, Iron Will, Power Attack, Skill Focus (Survival), Vital Strike
Skills Fly –1, Perception +8 (+16 in territory), Survival +8 (+16 in territory); Racial Modifiers +8 Perception in territory, +8 Survival in territory
Languages Giant (cannot speak)
SQ flight, territorial


Environment temperate hills
Organization solitary
Treasure standard

Special Abilities

Distracted by Beauty (Ex) With a successful Perform check, a character can attempt to fascinate a red reaver within 60 feet who is able to observe the performance (via sight or hearing, whichever is appropriate). The red reaver can resist the fascination effect with a successful Will save (DC = 1/2 the result of the Perform check), but once it becomes fascinated, it remains so until the performance stops, it takes damage, or it observes anyone damaging or stealing any of its treasures.

Flight (Su) A red reaver’s ability to fly is supernatural.

Roar (Su) A red reaver can unleash a terrifying roar once every 1d4 rounds. All creatures except other red reavers within 120 feet must succeed at a DC 19 Will save or be shaken. Those within 30 feet who fail their saves become panicked. A creature who successfully saves can’t be further affected by the same red reaver’s roar for 24 hours. The shaken or panicked effect lasts for 4 rounds, but a character can end the effect early by succeeding at a DC 19 Will save at the end of any turn during which it was affected by the roar. This is a mind-affecting fear effect. The save DC is Charisma-based.

Territorial (Ex) Whenever a red reaver finds a region it regards as particularly beautiful or compelling, it can create a unique bond with that territory. This effect is automatic after the red reaver spends 1d4 days within the area, which cannot be larger than 1 square mile. Once a red reaver bonds to a territory, it gains a +8 racial bonus on Perception checks and Survival checks in that area. In addition, while in its territory, a red reaver doesn’t fall unconscious when reduced to negative hit points and automatically stabilizes whenever it is at negative hit points.


Slow-witted but having a dangerous temper, red reavers are violent forces of nature. While red reavers don’t seek out fights and they are rarely aggressive when not provoked, their territorial nature and tendency to misinterpret others’ actions make approaching one an exceedingly dangerous proposition.