Demon, Chaaor (Beast Demon)
CR 11 XP: 12,800CE Large outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +24
AC 24, touch 14, flat-footed 21 (-1 size, +10 natural, +2 deflection, +3 Dex)
HP 126 (11d10+66)
Fort +17, Ref +10, Will +5
DR 10/good; Immune electricity, poison; SR 22; Resist acid 10, cold 10, fire 10
Speed 30 ft.
Melee 2 claws +18 (1d8+8 plus grab), bite +18 (2d6+8)
Space 10 ft.
Special Attacks rend (2 claws, 1d8+8), roar (3/day, 60-ft. radius, Ref DC 21 half, 3d6 sonic damage)10
Str 26, Dex 17, Con 22, Int 8, Wis 14, Cha 14
Base Atk +11; CMB +20; CMD 35
Feats Awesome Blow, Blind-Fight, Cleave, Great Cleave, Great Fortitude, Power Attack
Skills Climb +22, Intimidate +16, Perception +24, Sense Motive +16, Stealth +13
Racial Modifiers +8 Perception
Environment any (Abyss)
Organization solitary, gang (2–5), or pack (6–11)
Treasure standard
This creature appears as a huge hulking ape-like creature with a bear’s head. Two large, downward-curving horns jut from its head. The beast’s fur is reddish-black and matted with blood and its hands end in razor sharp claws. A chaaor is a 12-foot tall, hulking, ape-like brute with the head of a bear. Large downward curving, grayish-silver horns grow from its head and end in rounded points. The chaaor’s body is covered in reddish-black fur and is almost always caked or matted in blood. The powerful arms of a chaaor end in razor-sharp and filthy claws—black in color. Long rows of sharpened teeth fill the chaaor’s mouth. When moving, the chaaor usually drops to all fours. When facing an aggressor it assumes a bipedal stance.
Spell-Like Abilities (CL 11th)
At will—darkness, greater teleport (self plus 50 pounds of objects only), see invisibility
1/day—chaos hammer (DC 16), summon (level 9, 2d4 dretches or 1 chaaor 35%)
Some demons are feared more than others. Of those, the ape-like chaaor is one. Their savagery in battle has turned the stomach of even the stoutest demonic general.
Chaaor are used as shock troops in the Abyssal armies. Many are the demon lords that have sent a battalion of these fiends against an army, watching in delight as the brutal chaaor tore its way through the enemy’s ranks. When not engaging in wars with other infernal creatures, the chaaor spends its time roaming the Abyss in hunting packs. They have no preference as to the type or strength of prey: they pretty much hunt and kill what they choose. Chaaor packs have been known to attack creatures much larger than themselves and kill all opponents in short order.
Chaaor are deadly adversaries that relish the blood and adrenaline of battle. Their tactics are simple: target a foe, charge forward, and rake or slash with claws and bite. Often, a chaaor unleashes its mighty roar to begin a fight hoping to knock down as many foes as possible. A downed foe is leapt on by multiple chaaors who proceed to tear the opponent to pieces. Likewise, if a chaaor grabs a foe, it holds on while the others move in and rip it to shreds with teeth and claws.
Copyright Notice
Author Scott Greene.
Source: The Tome of Horrors Complete pg 157
Muzeksheg, Chaaor Antipaladin
CR 20 XP: 307,200
Advanced chaaor demon antipaladin 3CE Large outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +28
AC 24, touch 14, flat-footed 21 (-1 size, +10 natural, +2 deflection, +3 Dex)
HP 202 (18d10+3d10+87)
Fort +27, Ref +19, Will +15
Defensive Abilities Unholy resilience; DR 10/good; Immune disease, electricity, poison; SR 32; Resist acid 10, cold 10, fire 10
Speed 30 ft.
Melee +3 unholy wounding greatsword +32/+27/+22/+17/+12 (2d8+16/19-20 plus 1 bleed), bite +24 (2d6+4) or 2 claws +29 (1d8+9 plus grab), bite +29 (2d6+9)
Space 10 ft.
Special Attacks cruelty (shaken), rend (2 claws, 1d8+13), roar, smite good (+4 to hit, +3 to damage, +4 deflection bonus to AC), touch of corruption 5/day (1d6 damage)
Spell-Like Abilities (CL 11th) At will—darkness, detect good, greater teleport (self plus 50 pounds of objects only), see invisibility 1/day—chaos hammer (DC 18)
Str 28, Dex 17, Con 25, Int 11, Wis 15, Cha 18
Base Atk +21; CMB +31; CMD 46
Feats Awesome Blow, Blind-Fight, Cleave, Great Cleave, Great Fortitude, Improved Vital Strike, Intimidating Prowess, Power Attack, Vital Strike
Skills Bluff +20, Climb +23, Diplomacy +5, Intimidate +36, Knowledge (planes) +24, Knowledge (religion) +10, Perception +28, Sense Motive +20, Stealth +13
Racial Modifiers +8 Perception
Languages Abyssal, Common; telepathy 100 ft.
Gear +3 unholy wounding adamantine greatsword
Environment any (Abyss)
Organization solitary, gang (2–5), or pack (6–11)
Treasure standard
This creature appears as a huge hulking ape-like creature with a bear’s head. Two large, downward-curving horns jut from its head. The beast’s fur is reddish-black and matted with blood and its hands end in razor sharp claws. A chaaor is a 12-foot tall, hulking, ape-like brute with the head of a bear. Large downward curving, grayish-silver horns grow from its head and end in rounded points. The chaaor’s body is covered in reddish-black fur and is almost always caked or matted in blood. The powerful arms of a chaaor end in razor-sharp and filthy claws—black in color. Long rows of sharpened teeth fill the chaaor’s mouth. When moving, the chaaor usually drops to all fours. When facing an aggressor it assumes a bipedal stance.
Spell-Like Abilities (CL 11th)
At will—darkness, greater teleport (self plus 50 pounds of objects only), see invisibility
1/day—chaos hammer (DC 16), summon (level 9, 2d4 dretches or 1 chaaor 35%)
Some demons are feared more than others. Of those, the ape-like chaaor is one. Their savagery in battle has turned the stomach of even the stoutest demonic general.
Chaaor are used as shock troops in the Abyssal armies. Many are the demon lords that have sent a battalion of these fiends against an army, watching in delight as the brutal chaaor tore its way through the enemy’s ranks. When not engaging in wars with other infernal creatures, the chaaor spends its time roaming the Abyss in hunting packs. They have no preference as to the type or strength of prey: they pretty much hunt and kill what they choose. Chaaor packs have been known to attack creatures much larger than themselves and kill all opponents in short order.
Chaaor are deadly adversaries that relish the blood and adrenaline of battle. Their tactics are simple: target a foe, charge forward, and rake or slash with claws and bite. Often, a chaaor unleashes its mighty roar to begin a fight hoping to knock down as many foes as possible. A downed foe is leapt on by multiple chaaors who proceed to tear the opponent to pieces. Likewise, if a chaaor grabs a foe, it holds on while the others move in and rip it to shreds with teeth and claws.
Copyright Notice
Author Scott Greene.
Source: The Tome of Horrors Complete pg 157
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