Channels [dice]3d6[/dice] Will Save DC 19, 9/day.
The creature is distinguished by its strong aura of positive energy, and its extraordinary health and beauty.
Massive ornate antlers adorn its head. His fur is a lavish golden and patches of red.
Vital:
HP: 135/135 | AC: 22_ T: 13_ FF: 19 | Perception +11, Initiative: +1 | Fort: +14 _ Ref: +7 _ Will: +6 | CMB: +5, CMD: 23, Speed: 55
N large magical beast (fey, plant)(CR 6)
Init +1; Senses low-light vision, scent; Perception +11
DEFENSE
AC 22, touch 13, flat-footed 19; (+10 natural, +3 Dex, -1 size)
hp 135 (6d10+54) (toughness +6) (Cha +42)
Fast Healing 6
Fort +14, Ref +7, Will +6
Defensive Abilities DR/4 slashing, Resist: acid 5, cold 15, electricity 15, and Negative Energy 10; Immune charm, fear, magic aging, disease
OFFENSE
Spd 55 ft.
[dice=bite]1d20 +13[/dice]
[dice=damage]1d10+8[/dice] (plus painful thorns)
[dice=gore]1d20 +13+2[/dice] (+2 from charge)
[dice=damage]2d4+12[/dice]
Special Attacks goring charge
TACTICS
Charge into battle.
STATISTICS
Str 27, Dex 16, Con 28, Int 12, Wis 14, Cha 22
Base Atk +2; CMB +10; CMD 23
Feats Alertness, Fleet, Iron Will
Skills
Perception +9,
Stealth +4,
Swim +15?,
Survival +2 (+5 when tracking by scent)
Racial Modifiers +4 Survival when tracking by scent, -4 size, +4 diplomacy
Languages understands the fey
SQ forest friend
SPECIAL ABILITIES
Positive Energy Affinity: x2 on any healing!
Channel Positive Energy: 3d6, 9/day, Will DC 19, 30-foot radius centered on the cleric
Forest Friend (Su)
Thorn dogs are not slowed or hampered by plants or undergrowth, moving through them without even disturbing the flora. The DC to track a thorn dog is increased by 10.
Painful Thorns (Ex)
Some of the thorny teeth of a thorn dog break off in a wound when they bite, leaving a painful wound. Those hit by a thorn dog’s bite gain the suffer a -2 pain penalty to attack rolls and skill checks until the thorns can be removed. Removing thorn dog teeth requires a DC10 Heal check and takes 30 seconds to perform.
Sap (Ex)
The blood of the royal thorn dogs is thick and sticky, clinging to weapons that wound it. Any piercing or slashing weapon that wounds a thorn dog suffers a -1 penalty to damage until it can be thoroughly cleaned.
Goring Charge (Ex)
When a royal thorn dog charges, it gains a +2 shield bonus to AC until the end of the charge and inflicts double damage with its gore (x4 on a critical).
Knowledge Check
Knowledge (Arcana) DC 24: These creature were bred from thorn dogs to be the personal guardians of the Court of Spring.
Knowledge (Nature) 24: These beasts are strong and fast with a dangerous charge, they are even more difficult to kill then their smaller cousins.
Druids and Fey-bloodline sorcerers receive a +2 bonus on this knowledge check.
Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.
Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier.
Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.
Feats: Gain Toughness as a bonus feat.