Khorramzadeh Reborn

Anaxian's Horrors's page

12 posts. Alias of Doomed Hero.


Race

Gugs: 1) 105/105, 2) 105/105, 3) 105/105. Belier 122/122. Chuul 1) 75/75, 2) 75/75

About Anaxian's Horrors

Gugs:

Bloody Burning Mudra Gug Skeleton x3 (controlled by Command Undead spell, renewed every 9 days)

NE Large undead aberration
Init +7; Senses darkvision 60 ft

DEFENSE
AC 14 , touch 10, flat-footed 11 (+3 Dex, +2 natural, –1 size)
hp 105 (15d8+30)
Fast Heal 7
DR 5/Bludgeoning
Fort +7, Ref +8, Will +9
Channel Resist +4
Undead traits, Immune to Fire, Vulnerable to Cold

OFFENSE
Speed 40 ft., climb 20 ft.
Melee bite +17 (1d8+7+1d6 fire), 8 claws +17 (1d6+7+1d6 fire)
Space 10 ft.; Reach 15 ft.
Special Attacks rend (2 claws, 1d6+10+1d6 fire)

STATISTICS
Str 25, Dex 16, Con -, Int -, Wis 10, Cha 14
Base Atk +11; CMB +19; CMD 32
Feats : Improved Initiative, Multiweapon Fighting, Weapon Finesse
Skills Racial Modifiers +8 Climb, +4 Escape Artist

Fiery Aura (Ex) Creatures adjacent to a burning skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage.

Fiery Death (Su) A burning skeleton explodes into a burst of flame when it dies. Anyone adjacent to the skeleton when it is destroyed takes 1d6 points of fire damage per 2 Hit Dice the skeleton possessed (minimum 1d6). A Reflex save (DC = 10 + 1/2 the skeleton's Hit Dice + the skeleton's Cha bonus) halves this damage.

Deathless (Su) A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Belier Devil:

Bloody Belier Skeleton

NE Large Undead outsider (evil, lawful)
Init +11; Senses darkvision 60 ft., see in darkness; Perception +0

DEFENSE
AC , touch 15, flat-footed 27 (+7 Dex, +2 natural, -1 size)
hp 122 (17d8+34)
Fort +6, Ref +13, Will +10
DR 5/bludgeoning; Immune Cold

OFFENSE
Speed 20 ft., fly 60 ft. (perfect)
Melee bite +18 (4d8+7), 3 tongues +18 (2d6+7/19-20 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tongues)
Special Attacks: constrict (1d6+7), strangle

STATISTICS
Str 24, Dex 25, Con -, Int -, Wis 10, Cha 14
Base Atk +12; CMB +16 (+25 grapple); CMD 37 (can't be tripped)
Feats: Improved Initiative
Skills: None

Chuul:

Shocking Bloody Skeleton Chuul
CR 7
XP 3,200
CE Large aberration (aquatic)
Init +7; Senses darkvision 60 ft.; Perception +19

DEFENSE
AC 15, touch 13, flat-footed 13 (+4 Dex, +2 natural, –1 size)
HP 75 (10d8+20 cha, +10 desecrate)
DR 5/Bludgeoning
Fast healing 5

Fort +4, Ref +7, Will +7
+4 channel resist
Immune poison, electricity

OFFENSE
Speed 30 ft., swim 20 ft

Melee 2 claws +13 (2d6+7+1d6 electricity plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (2d6+7), paralytic tentacles

STATISTICS
Str 25, Dex 18, Con -, Int -, Wis 10, Cha 14
Base Atk +7/+2; CMB +14 (+18 grapple); CMD 29 (33 vs. trip)
Feats
Skills: none
SQ amphibious

SPECIAL ABILITIES
Paralytic Tentacles (Ex) A chuul can transfer a grappled victim from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a DC 16 Fortitude save each round on the chuul's turn or be paralyzed for 6 rounds. The save DC is Constitution (charisma) -based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+7 points of damage each round from the creature's mandibles.

Deathless (Su) A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Fiery Aura (Ex) Creatures adjacent to a burning skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage.

Fiery Death (Su) A burning skeleton explodes into a burst of flame when it dies. Anyone adjacent to the skeleton when it is destroyed takes 1d6 points of fire damage per 2 Hit Dice the skeleton possessed (minimum 1d6). A Reflex save (DC = 10 + 1/2 the skeleton's Hit Dice + the skeleton's Cha bonus) halves this damage.