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Three-headed Cerberus
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<blockquote data-quote="pawsplay" data-source="post: 4162415" data-attributes="member: 15538"><p>Inspired by Greek myth. </p><p></p><p>Guardian Beast</p><p></p><p>Monster of legend multi-headed advanced dire wolf</p><p>Size/Type: Outsider (Native, Augmented Magical Beast, Augmented Animal)</p><p>HD: 22D8+242 (341 hit points)</p><p>Initiative: +10</p><p>Speed: 50 feet</p><p>Armor Class: 26 (-1 size, +6 Dex, +11 natural), touch 15, flat-footed 20</p><p>Base Attack/Grapple: +16/+33</p><p>Attack: bite +30 melee (2d6+19/19-20)</p><p>Full Attack: 3 bites +30 melee (2d6+19/19-20)</p><p>Space/Reach: 10 ft/5 ft</p><p>Special Attacks: Trip</p><p>Special Qualities: Low-light vision, scent, darkvision 90 ft, SR 21, immune acid, immune electricity</p><p>Saves: Fort +29, Ref +24, Will +20</p><p>Abilities: Str 36, Dex 22, Con 32, Int 4, Wis 14, Cha 14</p><p>Skills: Hide +4, Listen +20, Move Silently +8, Search +4, Spot +20, Survival +2</p><p>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</p><p>Environment: A designated location that it guards</p><p>Organization: Solo (unique)</p><p>Challenge Rating: 12</p><p>Treasure: Special</p><p>Alignment: Neutral</p><p></p><p>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.</p><p></p><p>Combat</p><p>Trip (Ex)</p><p>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. </p><p>Frightful Presence (Ex)</p><p>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.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4162415, member: 15538"] 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. [/QUOTE]
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