Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Arcane Innate Spells
DC 37; 7th chain lightning, flesh to stone; 6th veil (self only), wall of stone; 5th shape stone (at will); 4th gaseous form (self only), glitterdust (×3); Constant (4th) detect magic
Ability
Blightburn Radiation
(abjuration, arcane, aura, disease) 60 feet. Blightburn crystals infused into an ararda's body attempt to counteract any teleportation spell moving into or out of the aura's emanation (counteract check +31; 7th level). In addition, any creature that starts its turn within the emanation is exposed to blightburn sickness. The aura is blocked by lead sheeting, 1 foot of stone, or large force effects (such as a wall of force, but not a shield spell). An ararda can suppress their aura with an action that has the concentrate trait.
Ability
Change Shape
(arcane, concentrate, polymorph, transmutation) The ararda can take on the form of an scorpion. The scorpion form always looks the same, but the ararda can choose to become either Tiny or Small in this form. This transformation doesn't change their Speed or the attack and damage bonuses of their Strikes, but might change the damage type their Strikes deal (typically to piercing).
Ability
Charged Earth
(electricity) Any creature that hits an ararda with an unarmed attack or touches the ararda takes 2d8 electricity damage. Weapons that hit an ararda also take 2d8 electricity damage.
Ability
Earth Glide
The ararda can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.
Offense
Melee
Circumstance: combat round (melee)
maul +35 [+30/+25] (magical, reach 10 feet, shove), Damage 3d12+17 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
sand spear +32 [+27/+22] (earth, electricity, magical, range increment 30 feet), Damage 4d8 piercing plus 2d8 electricity and blightburn sickness
Trait
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Genie
The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.
Immunity
disease
Item
+2 greater striking maul
Language
Terran
Undercommon
Perception
darkvision
detect magic
tremorsense (imprecise) 60 feet
Resistance
electricity 20
Weakness
sonic 20