Obly99
Hero
Um, no. It can go well below 8.Ah that dragon is wicked man! I like it! I think a dragon's size never drops its dex below 8 though, just thought I'd mention that
Red Dragon, Great Wyrm – d20PFSRD

Gold Dragon, Great Wyrm – d20PFSRD

Um, no. It can go well below 8.Ah that dragon is wicked man! I like it! I think a dragon's size never drops its dex below 8 though, just thought I'd mention that
I stand corrected.Um, no. It can go well below 8.
Red Dragon, Great Wyrm – d20PFSRD
www.d20pfsrd.com
Gold Dragon, Great Wyrm – d20PFSRD
www.d20pfsrd.com
Nice, those things were always terrifying afDementor CR 10CE Large Outsider (evil, native)
Init +8; Senses darkvision 60 ft., emotionsense 120 ft.; Sense Motive +24;
Aura cold (60 ft., DC 21), frightful presence (120 ft., DC 21)
DEFENSE
AC 20, touch 20, flat-footed 15 (+6 deflection, +4 Dex, +1 dodge, -1 size)
hp 95 (10d10+40); regeneration 10 (good)
Fort +7, Ref +11, Will +10
Defensive Abilities freedom of movement; DR 5/good; Immune cold, undead traits; SR 15
Weakness positive energy vulnerability;
OFFENSE
Speed fly 60 ft. (good) (supernatural in origin)
Melee 2 slam +14 (1d8+5/19–20 plus 1d6 cold, charisma damage and grab)
Space 10 ft.; Reach 10 ft.
Special Attacks charisma damage (1d4, DC 21), dementor’s kiss (DC 23), tap fears (DC 21);
Spell-Like Abilities (CL 10th; concentration +16)
Constant—freedom of movement
At will—fear (DC 20)
3/day—deeper darkness, nightmare (DC 21)
1/day—feeblemind (DC 21)
STATISTICS
Str 21, Dex 19, Con 18, Int 14, Wis 17, Cha 23
Base Atk +10; CMB +16 (+20 grab); CMD 37 (41 vs. grab)
Feats Ability Focus (dementor’s kiss), Dodge, Improved Initiative, Mobility, Spring Attack;
Skills Acrobatics +14, Bluff +19, Fly +19, Intimidate +24, Knowledge (arcana) +12, Sense Motive +24, Stealth +21, Survival +13; Racial Modifiers +8 Intimidate, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Infernal (can’t speak); telepathy 100 ft.
SQ undead affinity;
Charisma Damage (Su)
When a Dementor hit a creature it deals 1d4 Charisma Damage to the subject (Will save DC 21 negate), this effect cannot be triggered more than 1 time per rounds per target, even if the dementor hit multiple times the creature. If the creature fail the save, the target is immediately affected by the Dementor's frightful presence (no saving throw allowed), even if they wouldn’t normally be subject to it. If the attack would take the target to 0 Charisma or lower, it instead leaves them at 1 Charisma and makes them fall unconscious for 1 minute per remaining point of Charisma Damage.
Cold Aura (Su)
The air within 60 feet of a Dementor is supernaturally chilled to freezing. Creatures within the area can feel the cold, and if they spend more than 1 minute in it they must save against extreme cold with the difference that the save DC is not the normal but Charisma based for the Dementor.
Extrem Cold: Extreme cold (below –20° F) deals 1d6 points of cold per minute (no save). In addition, a character must make a Fortitude save (DC 21, +1 per previous check) or take 1d4 points of nonlethal damage.
Dementor’s Kiss (Su)
A Dementor can, as a part of maintain the grapple, inhale the soul of a grappled opponent. If the victim fails a Will save (DC 23), the Dementor deals 2d6 Charisma Drain to the victim. If this Charisma Drain would reduce the Charisma score of the target to 0, instead the Dementor eats the target's soul. This leaves them with a Charisma score of —, alive but mindless and vegetative. A soulless victim can only be cured through the use of a wish or a miracle spell as long as the Dementor who devoured the soul is alive. If the Dementor who eat the soul is killed, all the souls are released, the victim Charisma score turn to 0 and can be cured with a restoration spell. The save DC is Charisma based.
Emotionsense (Su)
Dementors are blind as they do not have eyes. Instead they see by sensing emotions, using Sense Motive in place of Perception. One who is sensed by a Dementor is treated as the Dementor have blindsight against the creature. One who wishes to hide from a Dementor must use Bluff to hide their emotions. Creature under rage or other emotion or fear effects cannot hide from the dementors. Creature under the Calm Emotion spell gains +20 bonus to Bluff for hide from the dementors. Creature without emotion like undead, construct or particularly aberration cannot be detected with emotionsense.
Special: a Dementor who somehow notices the presence of a creature that has no emotion (such as a ghoul) and manages to deals Charisma Damage (assuming the creature is not immune to damage to its mental abilities) with its Slam automatically causes the creature to suffer its frightful presence, shakin or panickin it and automatically making it visible with emotionsense.
Tap Fears (Su)
As a standard action, a Dementor may inhale deeply, seeming to draw the fears of its victims to the surface. This target a creature within 30 ft., which must make a Will save (DC 21) or take 1d6 points of Charisma damage and suffer a random effect, taken from the table below:
D20 roll
1-2: Stunned for 1d4+1 rounds
3-4: Confused for 1d6 rounds
5-7: Sickened for 1d6 rounds
8-9: Nauseated for 1d6 rounds
10-12: Panicked for 1d6+1 rounds
13-15: Frightened for 1d6+1 rounds
16-17: Dazed for 1d4+1 rounds
18-19: Cowers for 1d4+1 rounds
20: No additional effect
A creature that successfully saves cannot be affected by the tap fears of that dementor for 24 hours. The save DC is Charisma based.
Undead Affinity
Although Dementors are living creatures, they interacts with negative and positive energy as if they were an undead. Dementors despite are Native Outsider don’t need to breathe, eat and sleep. Dementors are ageless and immune to aging effect. Dementors have all the undead immunity.
Awesome. Just one thing: I always thought they would be NE rather than CE, as they are basically personifications of despair.Dementor CR 10CE Large Outsider (evil, native)
Init +8; Senses darkvision 60 ft., emotionsense 120 ft.; Sense Motive +24;
Aura cold (60 ft., DC 21), frightful presence (120 ft., DC 21)
DEFENSE
AC 20, touch 20, flat-footed 15 (+6 deflection, +4 Dex, +1 dodge, -1 size)
hp 95 (10d10+40); regeneration 10 (good)
Fort +7, Ref +11, Will +10
Defensive Abilities freedom of movement; DR 5/good; Immune cold, undead traits; SR 15
Weakness positive energy vulnerability;
OFFENSE
Speed fly 60 ft. (good) (supernatural in origin)
Melee 2 slam +14 (1d8+5/19–20 plus 1d6 cold, charisma damage and grab)
Space 10 ft.; Reach 10 ft.
Special Attacks charisma damage (1d4, DC 21), dementor’s kiss (DC 23), tap fears (DC 21);
Spell-Like Abilities (CL 10th; concentration +16)
Constant—freedom of movement
At will—fear (DC 20)
3/day—deeper darkness, nightmare (DC 21)
1/day—feeblemind (DC 21)
STATISTICS
Str 21, Dex 19, Con 18, Int 14, Wis 17, Cha 23
Base Atk +10; CMB +16 (+20 grab); CMD 37 (41 vs. grab)
Feats Ability Focus (dementor’s kiss), Dodge, Improved Initiative, Mobility, Spring Attack;
Skills Acrobatics +14, Bluff +19, Fly +19, Intimidate +24, Knowledge (arcana) +12, Sense Motive +24, Stealth +21, Survival +13; Racial Modifiers +8 Intimidate, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Infernal (can’t speak); telepathy 100 ft.
SQ undead affinity;
Charisma Damage (Su)
When a Dementor hit a creature it deals 1d4 Charisma Damage to the subject (Will save DC 21 negate), this effect cannot be triggered more than 1 time per rounds per target, even if the dementor hit multiple times the creature. If the creature fail the save, the target is immediately affected by the Dementor's frightful presence (no saving throw allowed), even if they wouldn’t normally be subject to it. If the attack would take the target to 0 Charisma or lower, it instead leaves them at 1 Charisma and makes them fall unconscious for 1 minute per remaining point of Charisma Damage.
Cold Aura (Su)
The air within 60 feet of a Dementor is supernaturally chilled to freezing. Creatures within the area can feel the cold, and if they spend more than 1 minute in it they must save against extreme cold with the difference that the save DC is not the normal but Charisma based for the Dementor.
Extrem Cold: Extreme cold (below –20° F) deals 1d6 points of cold per minute (no save). In addition, a character must make a Fortitude save (DC 21, +1 per previous check) or take 1d4 points of nonlethal damage.
Dementor’s Kiss (Su)
A Dementor can, as a part of maintain the grapple, inhale the soul of a grappled opponent. If the victim fails a Will save (DC 23), the Dementor deals 2d6 Charisma Drain to the victim. If this Charisma Drain would reduce the Charisma score of the target to 0, instead the Dementor eats the target's soul. This leaves them with a Charisma score of —, alive but mindless and vegetative. A soulless victim can only be cured through the use of a wish or a miracle spell as long as the Dementor who devoured the soul is alive. If the Dementor who eat the soul is killed, all the souls are released, the victim Charisma score turn to 0 and can be cured with a restoration spell. The save DC is Charisma based.
Emotionsense (Su)
Dementors are blind as they do not have eyes. Instead they see by sensing emotions, using Sense Motive in place of Perception. One who is sensed by a Dementor is treated as the Dementor have blindsight against the creature. One who wishes to hide from a Dementor must use Bluff to hide their emotions. Creature under rage or other emotion or fear effects cannot hide from the dementors. Creature under the Calm Emotion spell gains +20 bonus to Bluff for hide from the dementors. Creature without emotion like undead, construct or particularly aberration cannot be detected with emotionsense.
Special: a Dementor who somehow notices the presence of a creature that has no emotion (such as a ghoul) and manages to deals Charisma Damage (assuming the creature is not immune to damage to its mental abilities) with its Slam automatically causes the creature to suffer its frightful presence, shakin or panickin it and automatically making it visible with emotionsense.
Tap Fears (Su)
As a standard action, a Dementor may inhale deeply, seeming to draw the fears of its victims to the surface. This target a creature within 30 ft., which must make a Will save (DC 21) or take 1d6 points of Charisma damage and suffer a random effect, taken from the table below:
D20 roll
1-2: Stunned for 1d4+1 rounds
3-4: Confused for 1d6 rounds
5-7: Sickened for 1d6 rounds
8-9: Nauseated for 1d6 rounds
10-12: Panicked for 1d6+1 rounds
13-15: Frightened for 1d6+1 rounds
16-17: Dazed for 1d4+1 rounds
18-19: Cowers for 1d4+1 rounds
20: No additional effect
A creature that successfully saves cannot be affected by the tap fears of that dementor for 24 hours. The save DC is Charisma based.
Undead Affinity
Although Dementors are living creatures, they interacts with negative and positive energy as if they were an undead. Dementors despite are Native Outsider don’t need to breathe, eat and sleep. Dementors are ageless and immune to aging effect. Dementors have all the undead immunity.