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Hero
Inspired by Greek myth.
Guardian Beast
Monster of legend multi-headed advanced dire wolf
Size/Type: Outsider (Native, Augmented Magical Beast, Augmented Animal)
HD: 22D8+242 (341 hit points)
Initiative: +10
Speed: 50 feet
Armor Class: 26 (-1 size, +6 Dex, +11 natural), touch 15, flat-footed 20
Base Attack/Grapple: +16/+33
Attack: bite +30 melee (2d6+19/19-20)
Full Attack: 3 bites +30 melee (2d6+19/19-20)
Space/Reach: 10 ft/5 ft
Special Attacks: Trip
Special Qualities: Low-light vision, scent, darkvision 90 ft, SR 21, immune acid, immune electricity
Saves: Fort +29, Ref +24, Will +20
Abilities: Str 36, Dex 22, Con 32, Int 4, Wis 14, Cha 14
Skills: Hide +4, Listen +20, Move Silently +8, Search +4, Spot +20, Survival +2
Feats: Track (B), Improved Initiative (B), Combat Reflexes (B), Multiattack (B), Run, Improved Natural Attack (bite), Weapon Focus (bite), Improved Critical (bite), Lightning Reflexes, Great Fortitude, Iron Will, Improved Natural Armor
Environment: A designated location that it guards
Organization: Solo (unique)
Challenge Rating: 12
Treasure: Special
Alignment: Neutral
The guardian has a +2 racial bonus to Hide and Move Silently checks. It also has a +4 bonus to Survival when tracking by scent. It has a +6 racial bonus to Listen and Spot checks, and +4 to Search checks.
Combat
Trip (Ex)
When the beats hits with a bite attack it can attempt to trip its opponent (+17 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the beast.
Frightful Presence (Ex)
When the beast roars or growls, it inspires terror in all creatures within 20 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must make a Will Save (DC 23) or become shaken, a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to the beast’s frightful presence for 24 hours.
Guardian Beast
Monster of legend multi-headed advanced dire wolf
Size/Type: Outsider (Native, Augmented Magical Beast, Augmented Animal)
HD: 22D8+242 (341 hit points)
Initiative: +10
Speed: 50 feet
Armor Class: 26 (-1 size, +6 Dex, +11 natural), touch 15, flat-footed 20
Base Attack/Grapple: +16/+33
Attack: bite +30 melee (2d6+19/19-20)
Full Attack: 3 bites +30 melee (2d6+19/19-20)
Space/Reach: 10 ft/5 ft
Special Attacks: Trip
Special Qualities: Low-light vision, scent, darkvision 90 ft, SR 21, immune acid, immune electricity
Saves: Fort +29, Ref +24, Will +20
Abilities: Str 36, Dex 22, Con 32, Int 4, Wis 14, Cha 14
Skills: Hide +4, Listen +20, Move Silently +8, Search +4, Spot +20, Survival +2
Feats: Track (B), Improved Initiative (B), Combat Reflexes (B), Multiattack (B), Run, Improved Natural Attack (bite), Weapon Focus (bite), Improved Critical (bite), Lightning Reflexes, Great Fortitude, Iron Will, Improved Natural Armor
Environment: A designated location that it guards
Organization: Solo (unique)
Challenge Rating: 12
Treasure: Special
Alignment: Neutral
The guardian has a +2 racial bonus to Hide and Move Silently checks. It also has a +4 bonus to Survival when tracking by scent. It has a +6 racial bonus to Listen and Spot checks, and +4 to Search checks.
Combat
Trip (Ex)
When the beats hits with a bite attack it can attempt to trip its opponent (+17 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the beast.
Frightful Presence (Ex)
When the beast roars or growls, it inspires terror in all creatures within 20 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must make a Will Save (DC 23) or become shaken, a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to the beast’s frightful presence for 24 hours.