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HD 16 - 20

Averter Worm

(Gargantuan Mythical)

This is a large worm with legs on its heavily armored segments. They live in cold climates and mostly hunt magical and arcane creatures of a slightly smaller size. Often they are discussed by dragons as a danger for their younger generations. They have plenty of deadly ways of dealing with threats and prey alike.

Hit Dice: 18d10+270 (373 hp)
Initiative: +6
Movement: 60 ft. and 30 ft. Burrow
Armor Class: 39 (Natural +30, Dex +3, and Size -4) Touch 6 and Flat-footed 39
Base Attack/Grapple: +18/+31
Attack: Melee +35 Claw (2d8+20 19-20 x2)
Full Attack: Melee +35/+30/+25/+20 Claws
Space/Reach: 20 ft. / 10 ft.
Abilities: Arcane Redirection and Reaping Plow
Special Qualities: Tremor-Sense, Spell Resistance 28, Damage Reduction 5/bludgeoning
Saves: Fort +22, Ref +16, Will +6
Attributes: Str 28, Dex 16, Con 28, Int 3, Wis 14, Cha 24
Skills: Listen +26 and Spot +26
Feats: Battle Prowess, Reckless Abandon, Improved Shove, Improved Trample, Weapon Fixation (Claw), Weapon Offensive (Claw), Improved Shove, Improved Trample, Improved Weapon Fixation (Claw), Improved Weapon Offensive (Claw), Alert, Snatch, Untouchable, Unbreakable, Swift Supernatural Ability, Weapon Mastery (Claw), and Deadly Accuracy (Claw)
Environment: Taiga and Tundra
Organization: Solitary
Difficulty Level: 18
Possessions: None (as a note claws are considered +5 enhancement)
Spell/Attack Curve: High Attack, Null, Combatant
Definitions: Mythical Creature, Spell Resistant, Double Initiative, and Resistive Focus (Reflex)


Abilities

Arcane Redirection
Use: Infinite
Action: Automatic
Target: Self
Duration: Instantaneous

When a spell fails to penetrate this creature's spell resistance it heals for 5x the spell slot of the spell it absorbed.

Reaping Plow
Use: 3 per day
Action: Standard
Target: all creatures within a 60 ft. x 20 ft. line
Duration: Instantaneous

The Averter Worm charges rapidly while its claws move in a ripping and tearing motion through the ground. It attempt a trample action on all creatures, but will continue to move if it fails. Successfully resisting the trample will negate any ill effects. Failing to resist the trample will result in taking 18d10 slashing damage and being knocked prone.



Colfex, Master

(Medium Animal)

A legendary Colfex is an avalanche of scale, claw, and fang. Its plated hide can turn aside a killing blow and return the force through the weapon that struck it.

Hit Dice: 20d8+260 (350 hp)
Initiative: +6
Movement: 50 ft.
Armor Class: 17 (+3 Dex, +2 Natural, +2 Parry)
Base Attack/Grapple: +20/+32
Attack: Melee +31 Natural (1d8+14, 19-20/x3; +2d10 damage on a critical hit)
Full Attack: Melee +31/+26/+21/+16 Natural
Space/Reach: 5 ft. / 5 ft.
Abilities: Gumption, Endure, and Shattering Feedback
Special Qualities: DR 10/-, Natural Armor +2, +3 inherent to Initiative, Listen, and Spot, +2 Parry while using its natural weapons, +5 to confirm natural-weapon critical hits, and +2 Fortitude
Saves: Ego +8, Fort +21, Ref +15, Will +9
Attributes: Str 27, Dex 17, Con 25, Int 3, Wis 16, Cha 14
Skills: Acrobatics +31, Escape Artist +7, Listen +29, Spot +29, and Swim +33
Feats: Weapon Fixation (Natural), Reckless Abandon, Weapon Offensive (Natural), Improved Shove, Improved Trample, Alert, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Grappler, Interrupting Grapple, Weapon Defensive (Natural), Improved Defensive Fighting, Weapon Mastery (Natural), Improved Trip, Unbreakable, Deadly Accuracy (Natural), Rending Critical (Natural), and Critical Focus (Natural)
Languages: None
Environment: Chaparral, forest, steppes, or settlements where trained
Organization: Solitary, Pair, or Pack (3-20)
Difficulty Level: 15
Possessions: None
Spell/Attack Curve: High Attack, Null, Combat Focus
Definitions: Animal, Resistive Focus (Reflex), and Speedy (+20 ft.)
Animal Companion: These statistics include the Colfex's +2 Strength and +2 Constitution species adjustments for animal companions. Apply the scaling bonuses from Animal Companion separately. Its innate DR has increased to 10/-.
Inherent Attribute Upgrades: +5 Str, +4 Con, +3 Dex


Abilities

Gumption (Ex)

Pool: 6 Gumption
Use: 1 Gumption
Action: Immediate
Target: Self

Adds its +7 Constitution modifier to an advanced combat maneuver roll or rerolls a failed Fortitude save.

Endure (Ex)

Use: 1 Gumption
Action: Immediate
Target: Self
Duration: 1, 5, or 10 rounds

Gains DR 70/- for 1 round, DR 21/- for 5 rounds, or DR 7/- for 10 rounds.

Shattering Feedback (Ex)

Use: 2 Gumption
Action: Immediate
Target: Self
Duration: 1, 5, or 10 rounds
Save: DC 27 Reflex negates

Functions as Endure, but damage prevented by its DR is dealt to the attacking weapon unless its wielder succeeds on the save. Weapon hardness applies normally.




Griffon, Master


(Large Animal)

A winged quadrupedal predator with a catlike body, raptorial foreclaws, and a crushing beak. Griffons seize prey from above and convert a successful bite into a grapple.

Hit Dice: 20d8+240 (330 hp)
Initiative: +8
Movement: 60 ft.; fly 100 ft. (Average)
Armor Class: 18 (-1 Size, +5 Dex, +2 Natural, +2 Parry); 21 while Improved Valour applies
Base Attack/Grapple: +20/+35
Attack: Melee +30 Claws (1d8+13, 17-20/x2; +1d10 on a critical hit) or swift +30 Monstrous Bite (1d8+16, x2)
Full Attack: Melee +30/+25/+25/+15 Claws and swift +30 Monstrous Bite; Weapon Grand Master applies +5 to the third Claw attack
Space/Reach: 10 ft. / 5 ft.
Abilities: Monstrous Bite and Improved Valour
Special Qualities: Natural Armor +2, +3 species bonus to Grapple, Ward +6, Speedy, Athlete +6, never flat-footed at the start of combat, and may initiate a grapple after a damaging bite
Saves: Ego +8, Fort +20, Ref +17, Will +8
Attributes: Str 25, Dex 20, Con 22, Int 3, Wis 14, Cha 14
Skills: Acrobatics +34, Discern Intent +25, Listen +34, Spot +34, and Swim +36
Feats: Weapon Fixation (Natural), Weapon Offensive (Natural), Weapon Defensive (Natural), Alert, Battle Prowess, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Grappler, Interrupting Grapple, Weapon Mastery (Natural), Pounce, Critical Focus (Natural), Improved Defensive Fighting, Deadly Accuracy (Natural), Rending Critical (Natural), Weapon Grand Master (Natural), and Unbreakable
Languages: None
Environment: Any open region with high nesting ground
Organization: Solitary, Pair, or Flock (3-12)
Difficulty Level: 16
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal, Ward +6, Resistive Focus (Reflex), Speedy (+20 ft.), and Athlete +6
Inherent Attribute Upgrades: +5 Str, +4 Con, +3 Dex


Abilities

Monstrous Bite (Ex)

The swift bite uses the listed attack and damage. If it deals damage, the Griffon may immediately initiate a grapple without making another touch attack.

Improved Valour (Ex)

While threatened by two or more foes, gain +3 dodge AC; gain +3 attack against those foes while flanked. Felling a qualifying foe grants 40 temporary hp. Improved Valour also permits an attack of opportunity when Opportunist is used against the Griffon.


Keireth, Master


(Medium Animal)

A blind, chitin-plated climber that reads scent and vibration through long plumose tendrils. Its turquoise chromatophores dim against wood and stone before it closes to bite and restrain prey.

Hit Dice: 20d8+240 (330 hp)
Initiative: +5
Movement: 40 ft.; climb 40 ft.
Armor Class: 20 (+5 Dex, +3 Natural, +2 Parry)
Base Attack/Grapple: +20/+33
Attack: Melee +32 Natural (1d6+15, 17-20/x2; +1d10 on a critical hit) or swift +32 Monstrous Bite (1d6+19, x2)
Full Attack: Melee +32/+27/+27/+17 Natural and swift +32 Monstrous Bite; Weapon Grand Master applies +5 to the third Natural attack
Space/Reach: 5 ft. / 5 ft.
Abilities: Gumption, Monstrous Bite, and Endure
Special Qualities: Natural Armor +3, blindsight, Chromatophores, Nimble +5, Skulker +6, Ward +6, never flat-footed at the start of combat, and initiates grapples without provoking
Saves: Ego +6, Fort +20, Ref +17, Will +8
Attributes: Str 28, Dex 20, Con 23, Int 3, Wis 14, Cha 10
Skills: Acrobatics +37, Balance +33, Listen +31, Spot +31, and Swim +32; Conceal +25 while motionless against wood or stone
Feats: Weapon Fixation (Natural), Weapon Offensive (Natural), Weapon Defensive (Natural), Grappler, Improved Defensive Fighting, Improved Trip, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Deadly Accuracy (Natural), Rending Critical (Natural), Weapon Mastery (Natural), Critical Focus (Natural), Interrupting Grapple, Quick Feet, Pounce, Weapon Grand Master (Natural), and Unbreakable
Languages: None
Environment: Deep escarpments, wooded ravines, and river valleys
Organization: Pair or Pack (3-6)
Difficulty Level: 18
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal, Resistive Focus (Fortitude), Nimble +5, Skulker +6, and Ward +6
Inherent Attribute Upgrades: +5 Str, +4 Con, +3 Dex


Abilities

Gumption (Ex)

5 Gumption. Spend 1 as an immediate action to add +6 to an advanced combat maneuver or reroll a failed Fortitude save.

Chromatophores (Ex)

While motionless against wood or stone, gain +15 circumstance Conceal and may use Conceal without ordinary cover.

Monstrous Bite (Ex)

The swift bite uses the listed attack and damage. If it deals damage, the Keireth may immediately initiate a grapple without making another touch attack.

Endure (Ex)

Spend 1 Gumption as an immediate action for DR 60/- for 1 round, DR 18/- for 5 rounds, or DR 6/- for 10 rounds.


Salt Elk, Master


(Large Saline Animal)

An aggressive, scale-covered desert mount armed with antlers, claws, and a sharp beak. Salt-elks gather desiccating energy before trampling through a formation.

Hit Dice: 20d8+240 (330 hp)
Initiative: +4
Movement: 60 ft.
Armor Class: 14 (-1 Size, +1 Dex, +2 Natural, +2 Parry)
Base Attack/Grapple: +20/+30
Attack: Melee +32 Natural (1d8+15 plus 1d6 desiccation, 19-20/x3; +2d10 on a critical hit); +39 and +5d6 desiccation during Energy Charge
Full Attack: Melee +32/+27/+27/+17 Natural; +39/+34/+34/+24 during Energy Charge; Weapon Grand Master applies +5 to the third Natural attack
Space/Reach: 10 ft. / 5 ft.
Abilities: Energy Charge, Energy Veil, and Energy Echo (Desiccation)
Special Qualities: Natural Armor +2, desiccation immunity, cold vulnerability, Saline natural attacks, Athlete +6, Speedy, Ward +6, never flat-footed at the start of combat, and +2 hp per HD
Saves: Ego +8, Fort +18, Ref +7, Will +19
Attributes: Str 28, Dex 12, Con 19, Int 3, Wis 24, Cha 14
Skills: Acrobatics +38, Bushcraft +30, Listen +39, and Spot +39
Feats: Weapon Fixation (Natural), Weapon Defensive (Natural), Weapon Offensive (Natural), Reckless Abandon, Improved Trample, Alert, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Weapon Mastery (Natural), Improved Shove, Critical Focus (Natural), Improved Trip, Strong Constitution, Battle Prowess, Deadly Accuracy (Natural), Rending Critical (Natural), Weapon Grand Master (Natural), and Unbreakable
Languages: None
Environment: Salt flats, low desert, chaparral, and steppes
Organization: Solitary, Pair, or Family (3-5)
Difficulty Level: 22
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal, Saline, Resistive Focus (Will), Athlete +6, Speedy (+20 ft.), and Ward +6
Animal Companion: Gain +2 Strength and +2 Wisdom before applying the scaling bonuses from Animal Companion.
Inherent Attribute Upgrades: +5 Str, +4 Wis, +3 Con


Abilities

Energy Charge (Desiccation) (Su)

5/day as a free action for 10 rounds. Gain +7 attack and +4d6 desiccation damage on every attack, absorb desiccation damage, and retain cold vulnerability.

Energy Veil (Desiccation) (Su)

3/day as a swift action for 10 rounds. Gain universal Energy Resistance 100, absorb desiccation damage, and deal 2d6 desiccation damage to melee attackers.

Energy Echo (Desiccation) (Su)

3/day at 75 ft.; DC 27 Will negates the mark and DC 27 Reflex halves the detonation. A one-, two-, or three-round delay deals 10d6, 20d6, or 40d6 desiccation damage.


Wolf, Master


(Medium Animal)

A coordinated pack hunter that surrounds prey, creates openings for its allies, and tears into anything left flanked, prone, or otherwise exposed.

Hit Dice: 20d8+240 (330 hp)
Initiative: +11
Movement: 60 ft.
Armor Class: 21 (+8 Dex, +1 Natural, +2 Parry); +2 dodge per allied attacker against the same target
Base Attack/Grapple: +20/+32
Attack: Melee +31 Bite (1d6+14, 19-20/x2; +1d10 on a critical hit; plus 10d6 Opportunist against disadvantaged foes)
Full Attack: Melee +31/+26/+26/+16 Bite; Weapon Grand Master applies +5 to the third Bite attack
Space/Reach: 5 ft. / 5 ft.
Abilities: Greater Opportunist (+10d6)
Special Qualities: Natural Armor +1, Pack Tactics, Skulker +6, Speedy, Ward +6, never flat-footed at the start of combat, +2 hp per HD, and takes no damage after a successful Reflex save against effects that normally deal half
Saves: Ego +8, Fort +16, Ref +22, Will +8
Attributes: Str 27, Dex 26, Con 18, Int 2, Wis 14, Cha 14
Skills: Acrobatics +31, Balance +31, Listen +34, Move Silently +37, Spot +34, and Swim +31
Feats: Weapon Fixation (Bite), Weapon Defensive (Bite), Weapon Offensive (Bite), Battle Prowess, Improved Flanking, Alert, Improved Weapon Fixation (Bite), Supreme Flanking, Improved Weapon Offensive (Bite), Weapon Mastery (Bite), Quick Feet, Untouchable, Critical Focus (Bite), Improved Defensive Fighting, Deadly Accuracy (Bite), Rending Critical (Bite), Weapon Grand Master (Bite), Grappler, and Strong Constitution
Languages: None
Environment: Forest, hills, plains, and cold wilderness
Organization: Pair or Pack (3-12)
Difficulty Level: 18
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal, Skulker +6, Resistive Focus (Fortitude), Speedy (+20 ft.), and Ward +6
Inherent Attribute Upgrades: +5 Str, +5 Dex, +2 Con


Abilities

Greater Opportunist (Ex)

Every attack against a flanked, flat-footed, helpless, or otherwise disadvantaged foe deals +10d6 damage of the attack's primary type.

Pack Tactics (Ex)

Gain +2 dodge AC for each ally attacking the same target as the Wolf.