Grave Lynx

Grave Lynx CR 6

XP 2,400
NE Large undead
Init +7; Senses darkvision 60 ft.; Perception +6

DEFENSE

AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
hp 60 (8d8+24)
Fort +4, Ref +7, Will +7
Immune undead traits
Weaknesses vulnerable to fire

OFFENSE

Speed 30 ft.
Melee bite +11 (2d6+5 plus grave rot), 2 claws +10 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks piercing howl, rake (2 claws +10, 1d8+5)

STATISTICS

Str 21, Dex 17, Con —, Int 2, Wis 12, Cha 15
Base Atk +6; CMB +12; CMD 25 (29 vs. trip)
Feats Improved Initiative, Lightning Reflexes, Toughness, Weapon Focus (bite)
Skills Acrobatics +9, Climb +10, Perception +6, Stealth +8; Racial Modifiers +4 Acrobatics, +4 Stealth

SPECIAL ABILITIES

Piercing Howl (Su)

When a grave lynx howls, all creatures except other undead within a 300-foot spread must succeed at a DC 16 Will save or become frightened for 1d4 rounds. This is a sonic, mind-affecting effect. Whether or not the save is successful, an affected creature is immune to the same lynx’s howl for 24 hours. The save DC is Charisma-based.

Grave Rot (Su)

Curse and disease—bite; save Fort DC 16; onset 1 hour; frequency 1/day; effect 1d6 Str and 1d6 Wis; cure —.

Grave rot is both a curse and a disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of grave rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed at a DC 20 caster level check, or the spell is wasted and the healing has no effect. The save DC is Charisma-based.

ECOLOGY

Environment temperate or warm deserts
Organization solitary or pair
Treasure none

The deathless guardians of tombs are primarily the restless spirits of pharaohs, their loyal honor guards, and sometimes even mummified beasts.

Ancient emperors occasionally demanded to be buried next to particularly favored pets, which were carefully sacrificed and embalmed. Perhaps no beasts were trusted into the afterlife so much as felines, however, who were almost without exception buried alongside deceased pharaohs or at the very least inscribed into their burial chamber walls. Those cats that rose from the dead— either because of the foul magical energies of a pharaoh’s crypt or thanks to the necromantic magic of a restless undead pharaoh herself—were known as grave lynxes.

Grave lynxes were prized for being stealthy, agile, and preternaturally perceptive sentries that made for effective spies and watch guards for the tombs of the ancient god-kings. Emperors often filled their crypts with the bodies of strangled and mutilated cats before they themselves were entombed, believing that a feline’s suffering in life would translate to strength and anger in undeath.

Whether or not such theories were true is up for debate, but those that did rise from death with their masters were indeed beasts to be reckoned with, and a sizeable pack of the mummified things could very well spell the end for would-be tomb raiders. Ranging from tiny housecats to desert-roaming mountain lions, the feline enshrined with a deceased pharaoh varied in type depending on the predilections of its master, but all were known to be significantly more powerful than their living iterations.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Lost Kingdoms © 2012, Paizo Publishing, LLC; Authors: Wolfgang Baur, Adam Daigle, Jeff Erwin, and F. Wesley Schneider.

scroll to top