|Large| |Animal| Creature 13
Perception +23; thoughtsense (imprecise) 30 feet
Skills Acrobatics +24; Athletics +27; Occultism +13; Stealth +24 (+27 when used for Initiative); Survival +24
STR +8 DEX +5 CON +5 INT -2 WIS +5 CHA +0
Air Climb While under the effects of an air walk spell, the kirre can ascend or decend at an angle greater than 45 degerees (including straight up or down) but must move using their climb speed while doing so.
Thoughtsense (Divination, Mental, Occult) The kirre senses all non-mindless creatures in the listed range.
AC 33 Fort +22 Ref +23 Will +24
HP 231
Speed 35 feet, climb 20 feet
Melee {A} claw +26 (Agile), Damage 3d6+6 slashing
Melee {A} horns +26, Damage 3d10+16 bludgeoning plus Improved Knockdown
Melee {A} jaws +26 (Agile), Damage 3d8+12 piercing plus Improved Grab
Melee {A} tail +26 (Agile, Tearing), Damage 3d12+6 piercing
Occult Spells DC 30, attack +22; 7th Paralyze, Phantom Pain; 3rd Fear (x3); 2nd Telekinetic Maneuver (at will); Cantrips (7th) Daze; Constant (7th) Air Walk, Animus Mine, Mind of Menace
Barbed Follow-Through {R} Trigger: The kirre uses Grab Effect: The kirre makes a tail Strike against a creature they have grabbed or restrained. This attack does not increase the kirre's multiple attach penalty.
Kirre Mauling {AA} The kirre attacks with their front six paws against a single target they have grabbed or restrained. They make two claw Strikes, one for each side of their body. For each successful attack, the kirre deals claw damage to the target, plus an additional 1d6 damage for each claw beyond the first that is able to attack on that side (excluding their rear claws, typically 2d6 extra damage). Each Strike counts towards the kirre's multiple attack penalty as a number of attacks equal to the number of claws they were able to attack with on that side (excluding their rear claws).
Pounce {A} The kirre Strides and makes a Strike at the end of that movement. If the kirre began this action hidden, they remain hidden until after this ability's Strike.
Sneak Attack The kirre deals an extra 2d4 precision damage to off-guard targets.
{A} 1 Action {AA} 2 Actions {R} Reaction