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Advanced Dread Akata Queen CR 10

XP 12,800

N Large Aberration
Init +7; Senses darkvision 120 ft., superior low-light vision; Perception +18
Aura dread visage (30 ft., DC ?)

DEFENSE
AC 27, touch 12, flat-footed 24 (+3 Dex, +15 natural, 1 size)
hp 127 (15d8+82)
Fort +8, Ref +8, Will +10
Defensive Abilities no breath; Immune acid, cold, disease, poison, vacuum; Resist
fire 30 cold 10; SR 21
Weaknesses Deaf

OFFENSE
Speed 40 ft., climb 40 ft.
Melee bite +18 (2d8+12 plus void bite), 4 claws +19 (3d6+8/1920 plus grab), sting
+18 (1d10+8 plus poison)
Space 10 ft.; Reach 10 ft (15 ft stinger).
Special Attacks behead, constrict 3d6+12

STATISTICS
Str 26, Dex 16, Con 20, Int 12, Wis 16, Cha 6
Base Atk +11; CMB +17 (+21 grapple); CMD 30 (38 vs. trip)
Feats Improved Initiative, Power Attack, Throat Slicer, Toughness, Improved Natural
Attack (claw), Multi Attack, Combat Reflexes.
Skills Acrobatics +18 (+26 jump), Climb +15, Escape Artist +8, Intimidate +11,
Knowledge (Local) +5, Perception +18, Stealth +22, Survival +8, Swim 13 ; +8 Racial
Climb , +8 Racial Jump , +8 Racial Intimidate, +4 Racial Stealth.
Languages Common (cannot speak)
Special Qualities: Acidic Blood

SPECIAL ABILITIES
Behead (Ex)

An Advanced Dread Akatais an expert at collecting its favorite trophiesskulls.


Once it has pinned a foe, it can attempt to behead the victim with a single gut-
wrenching rip of its claws. This attempt is made as part of the grapple check to
maintain an existing pin, and if successful, deals 6d6+16 points of damage to the
victim. If this damage is enough to bring the target below 0 hit points, the victim
must succeed at a DC 25 Fortitude save to resist having its head torn from its
body, which results in instant death for most creatures. The save DC is Strength-
based.

Dread Visage (Su)

All creatures within 30 feet that can see an Advanced Dread Akata must make a DC 20
Will save at the start of their turn in order to avoid becoming frightened for 1
round. If the victim recognizes any of the heads affixed to the skull rippers body
as having once belonged to friends or allies, that victim takes a 4 penalty on the
save.

A creature that succeeds at the save is immune to the dread visage of that
particular skull ripper for 24 hours. This is a mind-affecting fear effect. The
save DC is Charisma-based.

Poison (Su)
Stinginjury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d4 Dex; cure
2 consecutive saves. The save DC is Constitution-based.

Acidic Blood (Ex)

An Advanced Dread Akata's blood is highly acidic. A creature that deals piercing or
slashing damage to a sire devil as part of a melee attack with a natural weapon or
unarmed strike must succeed at a DC ? Reflex saving throw or take 2d6 points of
acid damage. A creature that deals piercing or slashing damage to a sire devil with
a melee weapon must succeed at a DC ? Reflex saving throw or the weapon takes 2d6
points of acid damage (objects take full damage from this acid); if this damage
exceeds the weapons hardness, the weapon gains the broken condition.

The save DC is Constitution-based.

Void Bite (Ex)

Akatas hold hundreds of invisibly small larval young within their mouths, spreading
these parasitic creatures to hosts through their bite. Only humanoids make suitable
hosts for akata youngall other creature types are immune to this parasitic
infection. The disease itself is known as void death.

Disease (Ex)

Void Death: Biteinjury; save Fort DC 12; onset 1 hour; frequency 1/day; effect 1d2
Dex and 1d2 Con damage.

An infected creature who dies rises as a void zombie 2d4 hours later; cure 2
consecutive saves.

Hibernation (Ex)

Akatas can enter a state of hibernation for an indefinite period of time when food
is scarce. When an akata wishes to enter hibernation, it seeks out a den and
surrounds itself in a layer of fibrous material excreted from its mouththese
fibers quickly harden into a dense, almost metallic cocoon. While hibernating, an
akata does not need to drink or eat. The cocoon has hardness 10 and 60 hit points,
and is immune to fire and bludgeoning (including falling) damage. As long as the
cocoon remains intact, the akata within remains unharmed. The akata remains in a
state of hibernation until it senses another living creature within 10 feet or is
exposed to extreme heat, at which point it claws its way to freedom in 1d4 minutes
as its cocoon degrades to fragments of strange metal.

Salt Water Vulnerability (Ex)

Salt water acts as an extremely strong acid to akatas. A splash of salt water deals
1d6 points of damage to an akata, and full immersion in salt water deals 4d6 points
of damage per round.

Deaf (Ex)

Akatas cannot hear. They are immune to spells and effects that rely on hearing to
function, but they also cannot make Perception checks to listen.

ECOLOGY

Environment any
Organization solitary, pair, or nest (38)
Treasure standard

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