Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+2 status to all saves vs. bleed
Ability
Defensive Needle [Reaction]
Circumstance: Trigger: A creature critically fails a melee Strike against the d
The dreshkan makes a needle Strike against that creature.
Ability
Needle Spray
The dreshkan braces itself on all four limbs and sprays needles at as many creatures as it would like in a 30-foot cone, dealing 2d4 piercing plus 2d8 electricity damage. Each targeted creature in the area must attempt a basic Reflex save.
Ability
Partially Technological
A dreshkan is partially technological. Positive healing effects only heal a dreshkan half as much as normal.
Ability
Swarming Stance
A dreshkan can share the same space as a morlock or another dreshkan, but no more than two such creatures can occupy the same space. When these creatures share the same space, they gain a +1 circumstance bonus to attack rolls.
Offense
Melee
Circumstance: combat round (melee)
claw +13 [+9/+5] (agile, finesse), Damage 2d6+4 slashing
Offense
Ranged
Circumstance: combat round (ranged)
needle +13 [+8/+3] (range increment 30 feet), Damage 1d4 piercing plus 2d8 electricity
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Immunity
electricity
Language
Undercommon
Perception
darkvision