Nick Herold's Pathfinder Bestiary Project!


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Judou Ashita

First Post
You have reviewed my sloppy work, and I still haven't reviewed yours? Shame on me!

Anyway, I think all your drakes are on mark, as for what concerns CR. I especially like the Lightning Drake, and I will be using it sometime in my games. As for the Dwellers in Darkness, well... creepy, and with a great Lovecraftian flavour to them.

In other words, sir, you win! ;)
 

demiurge1138

Inventor of Super-Toast
Damn. The change to ENWorld v2 means that I can't edit thread titles! So there's no way to alert people to new updates. Hopefully, you guys see this.

Thunder Drake
Massive and powerful, this draconic beast strides forwards on four powerful legs bound by the membranes of its wings, giving it an odd, scuttling gait. The thing has two heads bristling with horns, both of which snap and slaver and stare with milky eyes the size of shields. The creature is deathly pale in color, and is as tall as a house.

Thunder Drake CR 14
Usually N Gargantuan Dragon

Init +4; Senses darkvision 120 feet, superior low-light vision, Listen +1, Spot +32
Defense
AC 26, touch 6, flat-footed 26
(-4 size, +20 natural)
hp 216 (16d12+112)
Fort +17, Ref +10, Will +11
Immune paralysis, sonic, sleep
DR 10/magic; SR 24
Offense
Spd 30ft (6 sq), climb 30ft, fly 120ft (poor)
Melee 2 bites +25 (3d6+12 plus 1d8 sonic) and 2 claws +19 melee (1d8+6)
Special Attacks roar, thunderous rend
Space 20ft; Reach 15ft (20ft with bites)
Tactics
Before Combat A thunder drake prefers to attack from ambush, swooping down on unsuspecting foes.
During Combat A thunder drake opens with its roar, scattering and deafening the opposition. It then lands and engages in melee with the largest, most edible-looking opponent, tearing it apart with a thunderous rend.
Morale Thunder drakes are stupid, but know when they are beaten. They flee if reduced to 30 or less hit points.
Statistics
Abilities Str 35, Dex 11, Con 24, Int 4, Wis 13, Cha 7
Base Attack +16; Grapple +40
Feats Ability Focus (roar), Flyby Attack, Improved Initiative, Power Attack, Snatch, Weapon Focus (bite)
Skills Climb +20, Hide +7, Move Silently +19, Spot +32
Languages Understands Draconic
Ecology
Environment Temperate mountains and underground
Organization Solitary or pair
Treasure Half standard
Advancement 17-32 HD (Gargantuan), 33-48 HD (Colossal)
Level Adjustment
Special Abilities
Roar (Su) A thunder drake can roar as a standard action, shaking the very earth. All creatures within a 120 foot radius of a roaring thunder drake must succeed a DC 27 Fortitude save or be deafened and inflicted with pain for 1d4 minutes. This pain imposes a -4 penalty on all attack rolls, skill checks and ability checks, as per the symbol of pain spell. All creatures on the ground within 120 feet of a roaring thunder drake must also make a DC 27 Reflex save or be knocked prone. This is a sonic effect. The save DC is Constitution based.

Superior Low-Light Vision (Ex) A thunder drake can see five times as far as a human in dim light.

Thunderous Rend (Ex) When a thunder drake hits a single target with both bite attacks, it pulls the foe apart whilst rumbling, creating numbing vibrations in its enemy’s body. This deals an extra 6d6+18 damage and the foe must make a DC 25 Fortitude save or be stunned for one round. The save DC is Constitution based.

Skills Thunder drakes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

The largest and strongest of the drake species, thunder drakes are barely sapient creatures with little motivation other than constant hunger. These monsters are over forty feet long and weigh more than six tons.

Ecology
Whereas the other drakes are believed by draconic scholars to be the corruption of the blood of true wyrms by their distaff and neglected cousins the gray dragons, thunder drakes are rumored to be the hybrid descendants of gray dragons and non-draconic beasts, such as the sonic-using ythraks or the great leathery-winged reptiles of the Realm of the Mammoth Lords. Thunder drakes do certainly have dull minds, but their massive size and hunger mean they are often the dominant predator wherever they lair, feeding on megafauna, giants and entire villages of humanoids. They are hunted in turn by true dragons, who find their very existence a grave insult, and adventurers, usually seeking to avenge the aforementioned villages of humanoids.

Habitat and Society
Their minds barely above the level of animal instinct, thunder drakes have little in the ways of a society. Their territories are large and well-maintained, and unless seized with the urge to mate (which occurs perhaps once every forty years), they will chase away other thunder drakes. A mating pair of thunder drakes will court and hunt together for upwards of one month before mating and going their separate ways—the hunts of a pair of thunder drakes include such prey as entire enclaves of stone giants or herds of mammoths. Thunder drakes have no parental care—eggs are hidden somewhere safe, then abandoned. Hatchlings can fly within minutes of their birth, and disperse rapidly. Unless killed by violence, a thunder drake can live upwards of five hundred years.

Thunder drakes are comfortable both above and below ground. In the Darklands, they lair in the largest of caverns and abysses, in order to have enough room to stretch their wings. Above ground, they prefer large caves as lairs, but prowl mountain slopes and soar over canyons to find food. They are nocturnal, using their immense eyes to pick out sleeping herds and the lights of travelers.

Treasure
Although thunder drakes are dim, they share the draconic lust for treasure. Any interesting trinket they don’t accidentally overlook and swallow gets dragged back to their lairs. In addition, the horn of a thunder drake can be used as a material component in the creation of a horn of blasting, a horn of fog or a horn of Valhalla—if so used, the price to create the magic item in question is halved.

Copyright 2008 Nicholas Herold. The Pathfinder Chronicles Campaign Setting is copyright 2008 Paizo Publishing.
 
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demiurge1138

Inventor of Super-Toast
Alright, this next one is sort of a weird area, conversions-wise. The book Classic Monsters Revisited has suggestions on variants of the monsters therein, with information on their statistics, but no full stat block.

This next one, the koblak, is the full statistics of a bugbear variant. I've followed directions pretty closely, although I've added some of my own flavor and a few abilities on top. Enjoy!

Koblak
This large goblin-like humanoid is hunched over and emaciated, although its arms and legs are taut with muscles. Its boar-like hide is grey and patchy, and its enormous eyes glow orange in the light


Koblak CR 6
Always NE Medium Humanoid (Goblinoid)

Init +3; Senses darkvision 60ft, Listen +0, low-light vision, scent, Scent of Fear, Spot +16
Defense
AC 23, touch 13, flat-footed 20
(+6 natural, +3 Dex, +4 masterwork hide shirt)
hp 52 (8d8+16)
Defensive Abilities gravetouched; Immune fear, mind-influencing effects
DR 10/grave dirt (see gravetouched); Vulnerability gravetouched
Offense
Spd 30ft (6 squares)
Melee masterwork scythe +11/+6 (2d4+6, x4)
Ranged javelin +9 (1d6+4)
Space 5ft; Reach 5ft
Special Attacks master of fear
Spell-like Abilities CL 8th
At will—clairaudience/clairvoyance, speak with dead (DC 16)
1/day—phantasmal killer (DC 17)
Morale
Before Combat A koblak never enters combat unprepared if it can help it, using its clairaudience/clairvoyance spell-like ability to scout out its opponents.
During Combat A koblak savors its opponent’s fear, using its master of fear ability to weaken and scatter its foes. They use their phantasmal killer on the smallest, weakest-looking opponent, timing their magical assault to make the most dramatic impact
Morale Koblaks have already died once, and tend not to believe it will happen again. They only flee if reduced to 10 or less hit points, or at half hit points if faced with opponents wielding weapons rubbed in grave dirt. Regardless, a wounded koblak will often hide a short distance away, using clairaudience/clairvoyance to track their enemies and murder them in their sleep.
Statistics
Str 18, Dex 16, Con 15, Int 12, Wis 11, Cha 17
Base Attack +6; Grapple +10
Feats Power Attack, Scent of Fear*, Skill Focus (Intimidate)
Skills Hide +10 (+8 with ACP), Intimidate +17, Move Silently +10 (+8 with ACP), Spot +16
Languages Common, Goblin, Infernal
SQ create spawn
Ecology
Environment Cold and temperate hills and forests
Organization Solitary, gang (1 plus 2-8 bugbears) or haunting (1 plus 1-4 attic whisperers)
Treasure Standard plus masterwork hide shirt and masterwork scythe
Advancement By character class
Level Adjustment +5
Special Abilities
Create Spawn (Su) A child slain by a koblak rises as an attic whisperer (see Pathfinder #1) within 1 day of death. A koblak can control Hit Dice of attic whisperers up to 4 times its Hit Dice (or 32 HD, or 5 attic whisperers for an average koblak).

Gravetouched (Su) A koblak has been graced by the powers of death, and are invested with the power of undeath. A koblak is healed by negative energy and harmed by positive energy as if it were undead. Koblaks also have damage reduction 10 against any weapon that has not been anointed with the dirt of a fresh grave; grave dirt takes a standard action to apply, and a weapon so coated retains its potency against a koblak for 24 hours.

Master of Fear (Ex) A koblak can make an Intimidate check as a move action. An opponent that fails its opposed level check is shaken for five rounds, not one. A creature successfully intimidated by a koblak must make a Will save (DC 17) or be frightened for one round in addition; success means that the creature is still shaken for five rounds.

Skills A koblak has a +8 racial bonus on all Spot checks.

Feats The Scent of Fear feat allows the koblak to track by scent and pinpoint creatures by scent within 30 feet. In addition, it gains a +2 morale bonus on attack rolls against shaken or frightened opponents and can detect them at twice normal Scent range. It gains a +2 bonus on all Will saves when within 120 feet of a shaken or frightened opponent, and cannot be caught flat-footed by any shaken or frightened opponent. This feat first appeared in Pathfinder Chronicles: Classic Monsters Revisited

Koblaks are the leaders of the bugbears, hideous monsters blessed by the powers of death. The average koblak would stand almost 7 feet tall if they ever stood upright, but are constantly stooped. They weigh almost 200 pounds. They often ritually scar themselves in order to enhance their hideous appearance.

Ecology
On rare occasion, Charon, the Horseman of Death, will bless a pregnant bugbear. Rather than giving birth to her usual litter, she will bear only one stillborn whelp. This grey and twisted wretch will first draw breath an hour after its birth, and will be changed for the worse by its brush with death. They can see around hills and through walls, learn the secrets of those they have slain, and even kill using fear itself. This eldritch power corrupts koblaks, making them even crueler and more sadistic than the average bugbear.

Koblaks are despoilers and predators of humans, preferring to strike the most vulnerable—children. There is no meat sweeter to a koblak than that of a newborn babe, and these dead children soon join their killer as twisted undead monsters. Koblaks are obligate predators; if a koblak cannot hunt humans, it will merely mutilate their livestock, selecting limbs and organs as much for the dread they will inspire in farmers the next morning as for flavor and nutrition.

Habitat and Society
Like all bugbears, koblaks tend to be loners, preferring the freedom of solitude when stalking human prey. If a koblak is especially lucky, it will be attended by a family of attic whisperers, undead children that obey its commands of murder and mayhem. Some koblaks attain leadership positions in large families of bugbears, leading small groups in organized campaigns that leave entire villages empty of life. Koblaks can be found wherever there are humans to terrorize.

Koblaks as Characters

Most koblaks prefer to advance as rogues, and rogue is the koblak’s favored class. These koblaks oftentimes enter the assassin prestige class. Koblaks that become leaders of bugbear tribes tend to become clerics of Charon, gaining access to the Death, Evil, Knowledge and Water domains.

The Pathfinder Chronicles campaign setting and the koblak is copyright 2008 Paizo Publishing.
 
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Judou Ashita

First Post
New dragons are always welcome to me, and your Thunder Drake is a welcome addition. Sort of a Dread Linnorm Lite, minus the intellect and evil disposition. As for the Koblak... phew, that thing is just creepy, and the unusual damage reduction method is quite interesting as well. Coating weapons in grave dirt? Now, seriously, who would think of that?

In other words, congrats on a well-done job!
 

demiurge1138

Inventor of Super-Toast
As for the Koblak... phew, that thing is just creepy, and the unusual damage reduction method is quite interesting as well. Coating weapons in grave dirt? Now, seriously, who would think of that?
Don't give me too much credit; the koblak is mostly Nic Logue's baby. My additions were mostly the master of fear and the scythe attack.
 


demiurge1138

Inventor of Super-Toast
Miss me? I know I haven't updated this in a long time, so I'll make it up to you with something big. Real big.

I also realized that I'd forgotten the Base Attack/Grapple line on most of these guys. So I added it.

FYI, this guy was first mentioned in Pathfinder #1, and was illustrated in Pathfinder #5.


Abomination, the Oliphaunt of Janderlay


Looming in the distance is a great bipedal beast as large as a mountain. A dozen horns and tusks curl from its face, and a long trunk twists as in expectation of mayhem. The stars glitter in its beady purple eyes, and its yellow hide is marked with violet Thassilonian runes.

Abomination, the Oliphaunt of Janderlay CR 30
Chaotic Evil Colossal Outsider (Chaos, Evil, Extraplanar)

Init +8; Senses blindsight 500ft, darkvison 60ft, Listen +54, scent, Spot +54
Defenses
AC 52, touch 12, flat-footed 52
(-8 size, +10 profane, +36 natural, +4 armor)
hp 1035 (45d8+675); regeneration 40
DR 25/epic and good; Immune polymorphing, petrifaction, form-altering attacks, energy drain, ability damage, ability drain, death by massive damage, acid, mind-influencing effects; Resist cold 20, fire 20; SR 45
Defensive Abilities nondetection, rune-carved hide
Fort +39, Ref +24, Will +30
Offense
Spd 140ft (28 squares)
Melee gore +60 melee (16d6+33, 19-20x2 +1d6 plus DC 54 or die), 2 slams +59 melee (6d8+11), trunk +59 melee (5d10+11)
Space 80 ft; Reach 40 ft (60ft with trunk)
Special Attacks breath weapon, constrict 6d8+22, double damage against objects, improved grab, powerful gore, relentless grasp, summon titan, toss, trample 6d8+33
Spell-like Abilities (CL 30th)
At willdisintegrate (DC 26), feeblemind (DC 25), fly, greater dispel magic, mage armor, rage (DC 22), true seeing
3/dayblasphemy (DC 27), empowered fire storm (DC 28), fire storm (DC 28), quickened disintegrate (DC 26), quickened greater dispel magic, unholy aura (DC 28)
1/dayhellball (DC 30), implosion (DC 29)
Morale
Before Combat The Oliphaunt of Janderlay always has fly and mage armor active. If it is expecting battle, it prepares itself with an unholy aura spell
During Combat Against small groups, the Oliphaunt of Janderlay opens combat with a quickened greater dispel magic and by using its Dire Charge feat against the most powerful looking opponent. It uses its spell-like abilities and breath weapon tactically all the while targeting spellcasters with quickened disintegrate and greater dispel magic spells. It uses Improved Sunder to destroy weapons capable of damaging it. If instead facing a large army, it begins combat with an empowered fire storm.
Morale The Oliphaunt of Janderlay does not conceive of itself as mortal, and will never retreat from combat.
Statistics
Str 67, Dex 10, Con 40, Int 9, Wis 22, Cha 31
Base Attack +45; Grapple +83
Feats Cleave, Empower Spell-like Ability (fire storm), Great Cleave, Improved Critical (gore), Improved Initiative, Improved Multiattack, Improved Sunder, Multiattack, Power Attack, Quicken Spell-like Ability (disintegrate, greater dispel magic), Weapon Focus (gore)
Epic Feats Devastating Critical (gore), Dire Charge, Overwhelming Critical (gore), Superior Initiative
Skills Concentration +63, Jump +120, Knowledge (architecture and engineering) +47, Listen +54, Search +47, Spot +54, Swim +76
Languages Abyssal, Draconic, Thassilonian, telepathy 1 mile
SQ receives maximum hp per hit die
Ecology
Environment The Plateau of Leng
Organization Unique
Treasure None
Advancement None
Level Adjustment
Special Abilities
The Oliphaunt of Janderlay’s natural attacks overcome damage reduction as an adamantine, epic, evil and magic weapon.

Breath Weapon (Su)
Three times per day, but no more than once every 1d4+1 rounds, the Oliphaunt of Janderlay can breathe a 200 foot cone, dealing 30d6 points of sonic damage to everything in the area (Reflex DC 47 half). All creatures within 1,000 feet of the Oliphaunt of Janderlay when it uses its breath weapon must succeed a DC 47 Fortitude save or be permanently deafened. The save DC is Constitution based.

Constrict (Ex)
The Oliphaunt of Janderlay deals 6d8+22 points of damage every round on a successful grapple check made with its trunk.

Double Damage Vs. Objects (Ex)
The Oliphaunt of Janderlay deals double damage to any object it attacks.

Improved Grab (Ex)
The Oliphaunt of Janderlay can use this ability if it hits any opponent with a gore or trunk attack. If it hits with its gore, it can toss. If it hits with its trunk, it can constrict.

Nondetection (Su) The Oliphaunt of Janderlay is always under the effects of a nondetection spell (CL 20th). This cannot be dispelled.

Powerful Gore (Ex) The gore attack of the Oliphaunt of Janderlay deals damage as if it was a two-handed weapon, including for the purposes of Power Attack.

Regeneration (Ex)
The Oliphaunt of Janderlay’s regeneration is only overcome by good-aligned weapons and weapons that have been broken and reforged.

Relentless Grasp (Su) The Oliphaunt of Janderlay’s grasp is impossible to resist. It can grapple, toss and constrict incorporeal creatures, as well as creatures under the effects of a freedom of movement spell. Creatures under the effects of freedom of movement still gain a +20 bonus to its grapple checks.

Runecarved Hide (Su) As part of its pact with the Runelords of Thassilon, whenever the Oliphaunt of Janderlay appears in Golarion, its engraved flesh takes on the aspect of one of the seven schools of Thassilonain magic. This runecarved hide grants the Oliphaunt of Janderlay a profane bonus to Armor Class equal to its Charisma score, and one of the seven benefits below. The save DCs, where applicable, are Charisma-based.
Envy—any creature that strikes the Oliphaunt of Janderlay with a melee attack is affected by a targeted greater dispel magic, save that the Oliphaunt of Janderlay gains the effects of any spell successfully dispelled.
Greed—any weapon that strikes the Oliphaunt of Janderlay must make a DC 42 Fortitude save or turn into useless gold, losing all magical benefits and granting a -4 attack penalty and dealing half damage. Artifacts and weapons with an epic enchantment are immune to this effect.
Gluttony—the Oliphaunt of Janderlay gains immunity to critical hits and sneak attacks
Lust—any creature that strikes the Oliphaunt of Janderlay must make a DC 42 Will save or be confused for 1 minute.
Pride—all creatures within 400 feet that can see the Oliphaunt of Janderlay must make a DC 42 Will save or be fascinated until the Oliphaunt of Janderlay attacks them or they can no longer see it.
Sloth—all ranged attacks (including ranged touch attacks) made against the Oliphaunt of Janderlay have a 50% miss chance, as they simply fall out of the air before striking the Oliphaunt.
Wrath—any creature striking the Oliphaunt of Janderlay with a melee weapon must make a DC 42 Reflex save or take 10d6+10 points of unholy damage. A creature that passes this save takes half damage. Weapons with exceptional reach do not protect their wielder in any way.

Summon Titan (Sp)
The Oliphaunt of Janderlay can summon two chaotic evil titans once per day.

Toss (Ex) The Oliphaunt of Janderlay can toss a grappled opponent in a random direction. Resolve the toss as a bull’s rush maneuver (+38 check modifier), except there is no attack of opportunity, as the Oliphaunt of Janderlay has already grabbed its victim. The Oliphaunt of Janderlay does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the Oliphaunt’s bull’s rush check, he remains in his current square with no ill effects and is no longer grappled. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.

The pure embodiment of destruction, the Oliphaunt of Janderlay is an immense living weapon, thankfully deployed in Golarion only once. Its height is nearly 300 feet, and its weight must surely be more than 100 tons.

Ecology
Being a unique outsider, the Oliphaunt of Janderlay has no real ecology per se, but is native to the dream-haunted mysterious plane of Leng. Its eternal rages are responsible for the immense caverns and steep plateaus that dot that world’s landscape, and it is feared by even Leng’s most inscrutable denizens. In its violent revelry, it is accompanied by strange titans with high brows and long faces, the last scions of a long-departed race of forgotten gods. It has been pondered by those ever-inquisitive sages that the Oliphaunt of Janderlay is in some way related to the god Rovagug—whether a cousin or a brother, or perhaps a dim reflection of the Rough Beast.

History
In the barely-remembered days of Ancient Thassilon, the wise King Xin brokered a deal with the Old Ones, gods of the Dark Tapestry between worlds. In exchange for unknowable riches, King Xin gained the service of the Oliphaunt of Janderlay, a great monster capable of repelling any army foolish enough to invade Thassilon. But the Old Ones were sly, and despite their deal did not teach King Xin the ritual to bind and control the Oliphaunt.

After Xin’s death and the collapse of Thassilon into seven perpetually-bickering states, the Runelord Alaznist dreamed of destroying her rivals, and so commanded an army of mercenary wizards to devise for her a way to summon the Oliphaunt of Janderlay (as the school of Wrath forbids the use of conjuration magic). One of these nameless mercenaries must have succeeded, for the Oliphaunt of Janderlay was indeed called to a mountain named Spindlehorn, and the Mark of Wrath burned across its brow. Yet conjuring and controlling the Oliphaunt were not the same, for when deployed against the forces of the Runelord Karzoug, the Oliphaunt annihilated the armies of both Greed and Wrath. Karzoug himself was the only mage capable of dismissing the Oliphaunt of Janderlay, but in doing so destroyed a quarter of the Peacock Legion, his finest army of rune giants.

Alaznist, driven into a fury by the failure of her plan, murdered every man, woman and child associated with the man who could summon the Oliphaunt of Janderlay and struck his name from history. She also destroyed all records of the ritual, leaving the knowledge of the Oliphaunt’s binding mercifully lost to the modern day. If ever again the Oliphaunt of Janderlay were again summoned, the destruction it wreaked would be at least as widespread, and there are ever-fewer wizards capable of the magery to dismiss it once more.

The Oliphaunt of Janderlay and the Pathfinder Chronicles Campaign Setting is copyright 2008 Paizo Publishing. This conversion is copyright 2008 Nicholas Herold.
 
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demiurge1138

Inventor of Super-Toast
Alright, this is the first creature I've statted up based on a name-drop from the Pathfinder Chronicles Campaign Setting book.

Gollix Serpent (War Naga)

This large serpentine creature has brass scales and a face like that of a man, albeit one with especially angular features.


Gollix Serpent CR 10
Usually LN Large aberration

Init +5; Senses darkvision 60ft, Listen +16, Spot +16
Defenses
AC 22, touch 10, flat-footed 21
(-1 size, +1 Dex, +8 natural, +4 mage armor)
hp 85 (10d8+40)
Defensive Abilities regimented mind
Fort +7, Ref +4, Will +10 (+12 vs. charm, compulsion and fear)
Offense
Spd 40ft (8 squares)
Melee bite +10 melee (1d8+4 plus poison)
Space 10ft; Reach 10ft
Spell-Like Abilities (CL 10th)
3/day—create food and water, mass cure light wounds (DC 18)
Typical Spells Known (CL 9th)
4th (4/day)—mass enlarge person (DC 17), wall of fire
3rd (7/day)—dispel magic, fireball (DC 16), haste
2nd (6/day)—blur, glitterdust (DC 15), hypnotic pattern (DC 15), protection from arrows
1st (7/day)—color spray (DC 14), comprehend languages, expeditious retreat, mage armor, shield
0th (6/day)—daze (DC 13), ghost sound (DC 13), light, mage hand, mending, message, prestidigitation, resistance
Tactics
Before Combat a gollix serpent starts every morning with an extended mage armor spell (accounted for above). Before a battle, it takes the time to cast blur, protection from arrows and shield on itself. Immediately before battle begins, it casts mass enlarge person on ten of the finest troops in its platoon.
During Combat gollix serpents usually cast haste on themselves and their allies on the first round of combat, and then use area of effect spells to disrupt enemy formations. If confronted with spellcasters, they ready actions to use dispel magic to counter. If they are close to multiple wounded allies, they may use mass cure light wounds. Although they prefer fighting at a distance, they will use their bites if directly confronted.
Morale although gollix serpents are loyal, they are not stupid. If reduced to 10 or fewer hit points, they retreat to report to a superior and to seek magical healing.
Statistics
Str 19, Dex 13, Con 18, Int 14, Wis 17, Cha 17
Base Attack +7; Grapple +15
Feats Combat Casting, Eschew Materials (B), Extend Spell, Improved Initiative
Skills Concentration +13 (+17 casting defensively), Knowledge (history) +11, Listen +16, Spellcraft +10, Spot +16
Languages Common, Goblin, Infernal
SQ regimental aura
Ecology
Environment Any land
Organization Solitary, pair, platoon (1-2 plus 10-100 humanoid 3rd level warriors) or Molithrune cavalry (1 plus 2-12 centaurs)
Treasure Standard
Advancement 11-20 HD (Large), 21-30 HD (Huge)
Level Adjustment
Special Abilities
Poison (Ex) Bite, Fortitude DC 19, 1d8 Constitution / 1d10 Constitution. The save DC is Constitution based.

Regimental Aura (Su) All allies within 30 feet of a gollix serpent gain a +2 morale bonus to attack rolls and a +2 dodge bonus to Armor Class, so long as they are adjacent to the gollix serpent or another one of its allies.

Regimented Mind (Ex)
The orderly mind of a gollix serpent grants it a +2 racial bonus on all saves versus charm, compulsion and fear effects.

A race of nagas that live only for battle, the gollix serpents hire themselves out to any cause, so long as the prospect of battle lies before them. A gollix serpent stretches to almost twenty feet in length, and weighs nearly 500 pounds.

Ecology
Gollix serpents are capable of creating their own food and water, and so rarely have much impact on the ecology in their chosen haunts. Despite this, they occasionally hunt in order to keep in practice. Gollix serpents have an unusual enmity of elves, perhaps due to their chaotic, flighty natures. Gollix serpents will not hesitate to hunt a lone elf if one stumbles into its territory, and slain elves are consumed with great relish.

Habitat and Society
Gollix serpents are creatures of civilization despite not having one of their own. If they cannot live in the cities and camps of civilized humanoids, war nagas will haunt their ruins, studying the relics of the past. Gollix serpents have an obsession with historical battles, which they study repeatedly in order to fully comprehend the tactics of both the winning and losing armies. This work ethic and their dedication to battle often earn them positions among armies of all races, which they support by creating food, aiding generals in creating war-plans, healing and (of course) supporting their chosen army in battle. The warrior nation of Molithrune is the human society that has taken most to the gollix serpents, giving them prestigious command positions and putting them in support positions among humanoid troops and their infamous centaur cavalry. Many other gollix serpents serve under hobgoblin command—although the gollix serpents find hobgoblin tactics cruel, they cannot deny their efficiency.

The Pathfinder Chronicles Campaign Setting is copyright 2008 Paizo Publishing. Copyright 2008 Nicholas Herold.
 
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