Beefermatic
Hero
This is pretty awesome. Is this the creature from Avatar?Shirshu CR 8
N Huge magical beast
Init +8; Senses blindsight 120 ft., darkvision 60 ft., legendary scent, low-light vision; Perception +20
DEFENSE
AC 22, touch 12, flat-footed 12 (+4 Dex, +10 natural, –2 size)
hp 110 (13d10+39)
Fort +11, Ref +12, Will +8
DR 5/adamantine; Immune gaze attack, visual effect; SR 19
Weaknesses blind
OFFENSE
Speed 50 ft., burrow 20 ft., swim 10 ft.
Melee bite +19 (2d6+8 plus paralysis), 2 claws +19 (1d8+8), tongue touch +15 (paralysis)
Space 15 ft.; Reach 10 ft. (30 ft. with tongue)
Special Attacks paralysis (1d6+4 rounds or special, DC 22)
STATISTICS
Str 26, Dex 18, Con 16, Int 3, Wis 18, Cha 16
Base Atk +13; CMB +23; CMD 37 (41 vs. trip)
Feats Ability Focus (paralysis), Blind-Fight, Endurance, Improved Initiative, Power Attack, Run, Skill Focus (survival)B, Weapon Focus (tongue)
Skills Perception +20, Survival +39; Racial Modifiers +13 Survival
Languages Undercommon (cannot speak)
SQ legendary tracker, natural hunter
Blindsight (Ex)
The Shirshu blindsight is based on the sense of smell. If a creature or an object cannot be located, or pinpointed by the scent quality (like for the negate aroma spell), it cannot be perceived with this blindsight.
Legendary Scent (Ex)
The Shirshu can detect opponents within 12.000 feet by sense of smell. If the opponent is upwind, the range increases to 24.000 feet; if downwind, it drops to 6.000 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. If the Shirshu has a sample of the specific thing he has to look for, the normal range increases to 100 mile per HD of the Shirshu. When a Shirshu detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The Shirshu can take a swift action to note the direction of the scent. When the Shirshu is within 20 feet of the source, he pinpoints the source’s location.
A Shirshu can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 5 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For every 10 years that the trail is cold, the DC increases by 1. The Shirshu ignore the effects of surface conditions and poor visibility. Legendary scent count as scent for prerequisites and abilities.
Legendary Tracker (Ex)
A Shirshu can track creatures that leave no tracks, including flying, swimming and underwater creatures and creatures using trackless step or pass without trace without penalty, with his legendary scent.
Natural Hunter (Ex)
A Shirshu gain Survival as a class skill, gain a number of skill rank in it equal to his racial HD and a racial bonus to it equal to his HD. A Shirshu can move at twice his normal speed or using his Run feat while using Survival to follow tracks without taking any penalty.
Paralysis (Ex)
The saliva of a Shirshu contains a combination of enzymes that make it numb. A creature hit by a bite or tongue of a Shirshu must make a Fortitude save DC 22 or be paralyzed for 1d6+4 rounds. If a creature fail the save by more than 5, he is instead paralyzed for 1d4 hours. The target can repeat the saving throw at the end of each of his turns, ending the paralysis on a success.
A shirshu is a predator that relies on the nose to track down its prey. No matter where you run, it will always find you and that's why it is bred by groups of bounty hunters. As long as it is raised from an early age, it becomes a faithful companion.
Nvm just saw the pics. Fuxking awesome dude lol