Actions/Abilities/Traits: (OSR)
Special
|Entangling|Chains
A thrasfyr can control the six chains that hang from its body as if they were its own limbs. It can cause these chains to snake outward to a radius of 30 feet. All creatures in this area take slashing damage and become entangled; a Breath save halves the damage and negates the entangled condition. An entangled creature can escape with a Breath save or an escape check made as a full-round action. The chains can also be sundered (hp 20). The thrasfyr creates these chains from its own body - destroyed chains regrow in 24 hours.
Special
|Entangling|Chains
Master's Bond A thrasfyr can form a bond with a willing creature by touching that creature. This allows the thrasfyr to communicate telepathically with the bonded creature with no range restriction (provided the thrasfyr and its master are on the same plane).
Special
|Entangling|Chains
Both thrasfyr and master can sense the other's condition as if both were under the effect of a status spell. A thrasfyr can maintain a bond with only one master at a time.
Special
|Entangling|Chains
Planar Acclimation Powerful Charge Regeneration A thrasfyr is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Special
|Entangling|Chains
Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the save is a success or failure Breath Weapon You are immune to your own breath weapon.
Special
|Entangling|Chains
When you make a charge, your attack deals an extra 2d6 damage in addition to the normal benefits and hazards of a charge.
Special
|Entangling|Chains
You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
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