Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Breath Weapon
The thrasfyr's serpent tail breathes a blast of flame in a 50-foot cone, dealing 10d12 fire damage (DC 40 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Planar Acclimation
The thrasfyr always treats the plane it is located on as its home plane.
Ability
Primal Innate Spells
DC 37; 9th teleport (self and rider only); Constant (4th) air walk; (2nd) see invisibility
Ability
Rider's Bond
(divination, mental, primal) The thrasfyr designates one creature as its rider by touching the rider with its claw. The thrasfyr and rider can communicate with each other telepathically at any range on the same plane and are aware of each other's present state, direction from each other, distance from each other, and any conditions affecting either.
Ability
Tangling Chains
(incapacitation, primal, transmutation) The thrasfyr thrashes its chains in all directions. Each creature in a 15-foot emanation takes 18d6 bludgeoning damage (DC 38 basic Reflex save); creatures that fail are immobilized until the start of the thrasfyr's next turn. The thrasfyr can't use Tangling Chains or make chain Strikes for 1d4 rounds.
Ability
Whirling Frenzy
The thrasfyr makes a jaws Strike, a horn Strike, and two claw Strikes, each against a different target. Each attack counts toward the thrasfyr's multiple attack penalty, but the penalty doesn't increase until after all the attacks.
Offense
Melee
Circumstance: combat round (melee)
chain +34 [+29/+24] (magical, reach 15 feet), Damage 3d10+17 bludgeoning plus Improved Knockdown
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Trait
Tane
The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.
Language
Aklo
Sylvan
Perception
darkvision
see invisibility
Resistance
physical 15 (except cold iron)
Weakness
cold 15
cold iron 15