03-06-2017, 01:06 PM
(This post was last modified: 06-08-2017, 10:33 PM by Fortheseen.)
Dualhorn Family
Dual Horn
A rampaging bull with (as its name implies) two horns, which sometimes breathes fire.
CR 6 XP 2400
N Large Magical Beast
Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +10
AC 19, touch 9; flat-footed 19(+10 natural, -1 size)
hp 95(9d10+46)
Fort +10, Ref +6, Will +4
Speed 30 ft.
Melee 2 Claws +14(1d6+6), Gore +13(1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Impale, Fire Breath
Str 22, Dex 10, Con 18, Int 6, Wis 12, Cha 8
Base Atk +9; CMB +16; CMD 26
Feats Power Attack, Improved Overrun, Multiattack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +8, Climb +12, Perception +10, Survival +7
Impale(Ex)
When charging, a dual horn deals double damage with horns.
Fire Breath(Su)
A dual horn's breath weapon is usable once every 1d4 rounds, deals 4d6 points of damage in a 20-foot cone, and allows a DC 16 Reflex save for half damage.
Grendel
A rampaging bull with quadhorns which sometimes breathes fire and shoots fire balls. Its gore is powerful and its also heavily armored.
CR 11 XP 12800
N Large Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +20
AC 24, touch 11; flat-footed 22(+2 dex, +13 natural, -1 size)
hp 168(16d10+80)
Fort +15, Ref +14, Will +8
DR 5/-; Resist fire 10
Speed 30 ft.
Melee 2 Claws +23(1d6+8), Gore +22(2d6+8)
Space 10 ft.; Reach 5 ft.
Special Attacks Impale, Fire Ball, Fire Breath
Str 26, Dex 14, Con 20, Int 6, Wis 12, Cha 8
Base Atk +16; CMB +23; CMD 35
Feats Charge Through, Improved Natural Attack(Gore), Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +18, Climb +23, Perception +20, Survival +17
Impale(Ex)
When charging, a grendel deals double damage with horns.
Fire Ball(Su)
A grendel generates a searing explosion of flame that detonates with a low roar and deals 3d8 points of fire damage to every creature within the 20-ft.-radius. Every creature caught in the explosion must make a Reflex save(DC 18) to take half damage. Blue mages may learn this ability as a 3rd level spell(DC 21).
Fire Breath(Su)
A grendel's breath weapon is usable once every 1d4 rounds, deals 12d6 points of damage in a 30-foot cone, and allows a DC 23 Reflex save for half damage.
Valaha
A grayish blue rampaging bull with two horns, which sometimes breathes fire and shoots fire balls out.
CR 8 XP 4800
N Large Magical Beast
Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +16
AC 20, touch 9; flat-footed 20(+11 natural, -1 size)
hp 117(12d10+48)
Fort +12, Ref +8, Will +7
Resist fire 5
Speed 30 ft.
Melee 2 Claws +18(1d6+7), Gore +17(1d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks Impale, Fire Ball, Fire Breath
Str 24, Dex 11, Con 18, Int 6, Wis 12, Cha 8
Base Atk +12; CMB +20; CMD 30
Feats Charge Through, Improved Overrun, Iron Will, Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +13, Climb +18, Perception +16, Survival +12
Impale(Ex)
When charging, a valaha deals double damage with horns.
Fire Ball(Su)
A valaha generates a searing explosion of flame that detonates with a low roar and deals 3d8 points of fire damage to every creature within the 20-ft.-radius. Every creature caught in the explosion must make a Reflex save(DC 17) to take half damage. Blue mages may learn this ability as a 3rd level spell(DC 21).
Fire Breath(Su)
A valaha's breath weapon is usable once every 1d4 rounds, deals 8d6 points of damage in a 30-foot cone, and allows a DC 20 Reflex save for half damage.
Dual Horn
A rampaging bull with (as its name implies) two horns, which sometimes breathes fire.
CR 6 XP 2400
N Large Magical Beast
Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +10
AC 19, touch 9; flat-footed 19(+10 natural, -1 size)
hp 95(9d10+46)
Fort +10, Ref +6, Will +4
Speed 30 ft.
Melee 2 Claws +14(1d6+6), Gore +13(1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Impale, Fire Breath
Str 22, Dex 10, Con 18, Int 6, Wis 12, Cha 8
Base Atk +9; CMB +16; CMD 26
Feats Power Attack, Improved Overrun, Multiattack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +8, Climb +12, Perception +10, Survival +7
Impale(Ex)
When charging, a dual horn deals double damage with horns.
Fire Breath(Su)
A dual horn's breath weapon is usable once every 1d4 rounds, deals 4d6 points of damage in a 20-foot cone, and allows a DC 16 Reflex save for half damage.
Grendel
A rampaging bull with quadhorns which sometimes breathes fire and shoots fire balls. Its gore is powerful and its also heavily armored.
CR 11 XP 12800
N Large Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +20
AC 24, touch 11; flat-footed 22(+2 dex, +13 natural, -1 size)
hp 168(16d10+80)
Fort +15, Ref +14, Will +8
DR 5/-; Resist fire 10
Speed 30 ft.
Melee 2 Claws +23(1d6+8), Gore +22(2d6+8)
Space 10 ft.; Reach 5 ft.
Special Attacks Impale, Fire Ball, Fire Breath
Str 26, Dex 14, Con 20, Int 6, Wis 12, Cha 8
Base Atk +16; CMB +23; CMD 35
Feats Charge Through, Improved Natural Attack(Gore), Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +18, Climb +23, Perception +20, Survival +17
Impale(Ex)
When charging, a grendel deals double damage with horns.
Fire Ball(Su)
A grendel generates a searing explosion of flame that detonates with a low roar and deals 3d8 points of fire damage to every creature within the 20-ft.-radius. Every creature caught in the explosion must make a Reflex save(DC 18) to take half damage. Blue mages may learn this ability as a 3rd level spell(DC 21).
Fire Breath(Su)
A grendel's breath weapon is usable once every 1d4 rounds, deals 12d6 points of damage in a 30-foot cone, and allows a DC 23 Reflex save for half damage.
Valaha
A grayish blue rampaging bull with two horns, which sometimes breathes fire and shoots fire balls out.
CR 8 XP 4800
N Large Magical Beast
Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +16
AC 20, touch 9; flat-footed 20(+11 natural, -1 size)
hp 117(12d10+48)
Fort +12, Ref +8, Will +7
Resist fire 5
Speed 30 ft.
Melee 2 Claws +18(1d6+7), Gore +17(1d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks Impale, Fire Ball, Fire Breath
Str 24, Dex 11, Con 18, Int 6, Wis 12, Cha 8
Base Atk +12; CMB +20; CMD 30
Feats Charge Through, Improved Overrun, Iron Will, Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +13, Climb +18, Perception +16, Survival +12
Impale(Ex)
When charging, a valaha deals double damage with horns.
Fire Ball(Su)
A valaha generates a searing explosion of flame that detonates with a low roar and deals 3d8 points of fire damage to every creature within the 20-ft.-radius. Every creature caught in the explosion must make a Reflex save(DC 17) to take half damage. Blue mages may learn this ability as a 3rd level spell(DC 21).
Fire Breath(Su)
A valaha's breath weapon is usable once every 1d4 rounds, deals 8d6 points of damage in a 30-foot cone, and allows a DC 20 Reflex save for half damage.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.