Library / Bestiary

Girtablilu

CR 8.00 Monstrous Humanoid N Large HD 10
The body of a spear-wielding woman rises from the front of this monstrously huge scorpion.

Girtablilus fiercely guard ancient places and treasures lost to history. Far from civilized eyes, they thrive and piously protect their charges with the aid of monstrously large scorpions that girtablilus keep as pets.

All girtablilus share a zeal for religion, although the objects of veneration vary from tribe to tribe. Some girtablilu tribes still serve long-forgotten deities, preserving the divinities' names and holy rituals. Others embrace religions derived from prehistoric worship, devoted to the idea of gods that once were or might never have been.

Girtablilu leaders are clerics or oracles, and are responsible for the tribe's religious observances and laws. Tradition and service to the group are important. Those who violate tribal beliefs are killed or exiled into the harsh wasteland. Girtablilus believe that no sacrifice in life (including death in the service of the gods) goes unrewarded in the hereafter; this belief makes them fierce and fearless fighters.

A girtablilu is 13 feet long and weighs 800 pounds.

HP
105 (10d10+50)
AC
22, touch 12, flat-footed 19 (+2 armor, +2 Dex, +1 dodge, +8 natural, -1 size)
Init
+6
Speed
50 ft.
Fort
+8
Ref
+11
Will
+9
BAB
+10
CMB
+16 (+20 grapple)
CMD
29 (41 vs. trip)
Melee
mwk spear +15/+10 (1d8+7/×3), 2 claws +9 (1d6+2 plus grab), sting +9 (1d6+2 plus poison)
Ranged
mwk spear +12 (1d8+5/×3)
Space
10 ft.
Reach
10 ft.
Racial Modifiers
+4 Climb, +4 Perception, +4 Stealth
str
20
+5
dex
15
+2
con
21
+5
int
10
+0
wis
14
+2
cha
11
+0

Weapons: Simple

constrict (1d6+5)

Scorpion Empathy — This ability functions as a druid's wild empathy ability, save that it works only on scorpions. A girtablilu uses its Hit Dice (normally 10) as its effective druid level. Scorpions are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing girtablilus to train scorpions and use them as guardians (though it does not grant them skills or feats).

undersized weapons

Universal Monster Rules

Grab
Grab (claws) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (1d6+5) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Poison (sting) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.
Undersized Weapons Ex from Universal Monster Rule
The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.

Special Abilities

Scorpion Empathy from text
This ability functions as a druid's wild empathy ability, save that it works only on scorpions. A girtablilu uses its Hit Dice (normally 10) as its effective druid level. Scorpions are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing girtablilus to train scorpions and use them as guardians (though it does not grant them skills or feats).

Feats, Traits & Items

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Climb +17, Craft (any one) +8, Knowledge (history) +5, Perception +14, Sense Motive +7, Stealth +10, Survival +15

spell-like abilities:
Details
Type
Monstrous Humanoid
Alignment
N
Size
Large
Environment
warm deserts
Organization
solitary, pair, patrol (3-5 plus 2-4 giant scorpions), or cult (6-14 plus 3-6 temple guardians of 3rd level, 1 cleric or oracle leader of 6th level, and 4-9 giant scorpions)
Treasure
standard (leather armor, masterwork spear)
Senses
darkvision 60 ft., tremorsense 30 ft.; Perception +14
Languages
Common, Girtablilu
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
6 House/Core
View references and cross-links for Girtablilu

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