08-24-2017, 03:08 PM
(This post was last modified: 08-24-2017, 03:12 PM by Fortheseen.)
Wendigo Family
Bashura
This semi-large brown hairy ape-like creature ranges between 8-10 feet tall, weighs in excess of 450 pounds, and is covered in black fur.
CR 6 XP 2400
N Large Monstrous Humanoid
Init: +6; Senses darkvision 60 ft., low-light vision, scent; Perception +11
AC 17, touch 11, flat-footed 15(+2 Dex, +6 natural, -1 size)
hp 89(8d10+48)
Fort +9, Ref +8, Will +6
Resist Ice 15
Weakness Fire
Speed 40 ft., Climb 30 ft.
Melee 2 Slams +15 (2d6+8)
Ranged Rock +10 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks Rock Throwing (120 ft.)
Str 26, Dex 15, Con 20, Int 9, Wis 10, Cha 10
Base Atk +8; CMB +17; CMD 29
Feats Great Fortitude, Improved Initiative, Power Attack, Toughness
Skills Climb +21, Imtimidate +11, Perception +11, Stealth +2(+10 in snow); Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo
SQ Blood Rage, Raise Dukes
Blood Rage(Ex)
When the bashura takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Raise Dukes(Su)
Once per day and below 50% hp, a bashura can root itself in place, powering up its defenses an countering any physical attack. Using this ability, a bashura gains DR 10/- and is able to counterattack once per round, once per opponent. Also, the bashura will be unable to move but it is also immune to Bull Rush combat maneuvers. This ability lasts 1 minute. Blue mages may learn this ability as a 5th level spell(DC 25).
Kottos
This large black hairy ape-like creature with four arms and is covered in purple fur. These creatures are guardians in mountain areas of temples.
CR 11 XP 12800
N Large Monstrous Humanoid
Init: +8; Senses darkvision 60 ft., low-light vision, scent; Perception +18
AC 23, touch 13, flat-footed 19(+4 Dex, +10 natural, -1 size)
hp 176(14d10+112)
Fort +13, Ref +13, Will +10
DR 5/cold iron; Immune Ice
Weakness Fire
Speed 40 ft., Climb 30 ft.
Melee 4 Slams +24 (2d6+11)
Ranged 2 Rocks +18 (1d8+11)
Space 10 ft.; Reach 10 ft.
Special Attacks Rock Throwing (120 ft.)
Str 32, Dex 18, Con 24, Int 9, Wis 12, Cha 10
Base Atk +14; CMB +26; CMD 40
Feats Cleave, Greater Cleave, Great Fortitude, Improved Initiative, Power Attack, Toughness, Vital Strike
Skills Climb +30, Imtimidate +17, Perception +18, Stealth +10(+18 in snow); Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo
SQ Greater Blood Rage, Raise Dukes
Greater Blood Rage(Ex)
When the kottos takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +4 Constitution and +4 Strength, but takes a -4 penalty to to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Raise Dukes(Su)
Once per day and below 50% hp, a kottos can root itself in place, powering up its defenses an countering any physical attack. Using this ability, a kottos gains DR 10/- and is able to counterattack once per round, once per opponent. Also, the kottos will be unable to move but it is also immune to Bull Rush combat maneuvers. This ability lasts 1 minute. Blue mages may learn this ability as a 5th level spell(DC 25).
Wendigo
This large hairy ape-like creature ranges between 8-12 feet tall, weighs in excess of 500 pounds, and is covered in snowy white fur.
CR 8 XP 4800
N Large Monstrous Humanoid
Init: +7; Senses darkvision 60 ft., low-light vision, scent; Perception +14
AC 20, touch 12, flat-footed 17(+3 Dex, +8 natural, -1 size)
hp 132(10d10+82)
Fort +12, Ref +9, Will +8
Immune Ice
Weakness Fire
Speed 40 ft., Climb 30 ft.
Melee 2 Slams +19 (2d6+10)
Ranged Rock +13 (1d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks Rock Throwing (120 ft.)
Str 30, Dex 17, Con 24, Int 9, Wis 12, Cha 10
Base Atk +10; CMB +21; CMD 34
Feats Cleave, Great Fortitude, Improved Initiative, Power Attack, Toughness
Skills Climb +25, Imtimidate +13, Perception +14, Stealth +5(+13 in snow); Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo
SQ Blood Rage, Raise Dukes
Blood Rage(Ex)
When the wendigo takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Raise Dukes(Su)
Once per day and below 50% hp, a wendigo can root itself in place, powering up its defenses an countering any physical attack. Using this ability, a wendigo gains DR 10/- and is able to counterattack once per round, once per opponent. Also, the wendigo will be unable to move but it is also immune to Bull Rush combat maneuvers. This ability lasts 1 minute. Blue mages may learn this ability as a 5th level spell(DC 25).
Bashura
This semi-large brown hairy ape-like creature ranges between 8-10 feet tall, weighs in excess of 450 pounds, and is covered in black fur.
CR 6 XP 2400
N Large Monstrous Humanoid
Init: +6; Senses darkvision 60 ft., low-light vision, scent; Perception +11
AC 17, touch 11, flat-footed 15(+2 Dex, +6 natural, -1 size)
hp 89(8d10+48)
Fort +9, Ref +8, Will +6
Resist Ice 15
Weakness Fire
Speed 40 ft., Climb 30 ft.
Melee 2 Slams +15 (2d6+8)
Ranged Rock +10 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks Rock Throwing (120 ft.)
Str 26, Dex 15, Con 20, Int 9, Wis 10, Cha 10
Base Atk +8; CMB +17; CMD 29
Feats Great Fortitude, Improved Initiative, Power Attack, Toughness
Skills Climb +21, Imtimidate +11, Perception +11, Stealth +2(+10 in snow); Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo
SQ Blood Rage, Raise Dukes
Blood Rage(Ex)
When the bashura takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Raise Dukes(Su)
Once per day and below 50% hp, a bashura can root itself in place, powering up its defenses an countering any physical attack. Using this ability, a bashura gains DR 10/- and is able to counterattack once per round, once per opponent. Also, the bashura will be unable to move but it is also immune to Bull Rush combat maneuvers. This ability lasts 1 minute. Blue mages may learn this ability as a 5th level spell(DC 25).
Kottos
This large black hairy ape-like creature with four arms and is covered in purple fur. These creatures are guardians in mountain areas of temples.
CR 11 XP 12800
N Large Monstrous Humanoid
Init: +8; Senses darkvision 60 ft., low-light vision, scent; Perception +18
AC 23, touch 13, flat-footed 19(+4 Dex, +10 natural, -1 size)
hp 176(14d10+112)
Fort +13, Ref +13, Will +10
DR 5/cold iron; Immune Ice
Weakness Fire
Speed 40 ft., Climb 30 ft.
Melee 4 Slams +24 (2d6+11)
Ranged 2 Rocks +18 (1d8+11)
Space 10 ft.; Reach 10 ft.
Special Attacks Rock Throwing (120 ft.)
Str 32, Dex 18, Con 24, Int 9, Wis 12, Cha 10
Base Atk +14; CMB +26; CMD 40
Feats Cleave, Greater Cleave, Great Fortitude, Improved Initiative, Power Attack, Toughness, Vital Strike
Skills Climb +30, Imtimidate +17, Perception +18, Stealth +10(+18 in snow); Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo
SQ Greater Blood Rage, Raise Dukes
Greater Blood Rage(Ex)
When the kottos takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +4 Constitution and +4 Strength, but takes a -4 penalty to to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Raise Dukes(Su)
Once per day and below 50% hp, a kottos can root itself in place, powering up its defenses an countering any physical attack. Using this ability, a kottos gains DR 10/- and is able to counterattack once per round, once per opponent. Also, the kottos will be unable to move but it is also immune to Bull Rush combat maneuvers. This ability lasts 1 minute. Blue mages may learn this ability as a 5th level spell(DC 25).
Wendigo
This large hairy ape-like creature ranges between 8-12 feet tall, weighs in excess of 500 pounds, and is covered in snowy white fur.
CR 8 XP 4800
N Large Monstrous Humanoid
Init: +7; Senses darkvision 60 ft., low-light vision, scent; Perception +14
AC 20, touch 12, flat-footed 17(+3 Dex, +8 natural, -1 size)
hp 132(10d10+82)
Fort +12, Ref +9, Will +8
Immune Ice
Weakness Fire
Speed 40 ft., Climb 30 ft.
Melee 2 Slams +19 (2d6+10)
Ranged Rock +13 (1d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks Rock Throwing (120 ft.)
Str 30, Dex 17, Con 24, Int 9, Wis 12, Cha 10
Base Atk +10; CMB +21; CMD 34
Feats Cleave, Great Fortitude, Improved Initiative, Power Attack, Toughness
Skills Climb +25, Imtimidate +13, Perception +14, Stealth +5(+13 in snow); Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo
SQ Blood Rage, Raise Dukes
Blood Rage(Ex)
When the wendigo takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Raise Dukes(Su)
Once per day and below 50% hp, a wendigo can root itself in place, powering up its defenses an countering any physical attack. Using this ability, a wendigo gains DR 10/- and is able to counterattack once per round, once per opponent. Also, the wendigo will be unable to move but it is also immune to Bull Rush combat maneuvers. This ability lasts 1 minute. Blue mages may learn this ability as a 5th level spell(DC 25).
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.