Tuesday, February 12, 2019

Baloths

Spiked Baloth
CR 18        XP 153,600
N Gargantuan magical beast 
Init +11; Senses blindsense 120 ft., darkvision 120 ft., lowlight vision, scent.; Perception +26
AC 33, touch 13, flat-footed 26, combat 57
(+7 Dex, +20 natural, –4 size) 
hp 310 (23d10 + 184) ; fast heal 10
Immune fear, paralysis, poison, sleep
Resist fire 30
Defense quick recovery, quill defense
Fort +21, Ref +20, Will +11; Improved Iron Will
Speed 60 ft., climb 30 ft. 
Melee bite +32 (2d8 + 13 plus 2d10 fire and grab) and 
2 claws +32 (2d6 + 13 plus 2d10 fire /19-20) and
tail +27 (2d8 + 19 plus 2d10 fire plus pain /x3) 
Ranged 4 quills +26 (1d10 + 13 plus 2d10 fire /19-20)
Space 20 ft.; Reach 15 ft. (20 ft. tail slap)
Base Atk +23; Combat +40 (+44 grapple)
Attack Options lash out, pounce, rake (4 claws, +32, 2d6 + 13 plus 2d10 fire), rend (2 claws, 2d6 + 19 plus 2d10 fire) 
Special Actions bounding charge, breath weapon (60 ft. cone, 11d10 fire, DC 29 half), fury, gaze
Abilities Str 36, Dex 25, Con 27, Int 2, Wis 15, Cha 18 
SQ brutal tail, planar acclimation, relentless tracker
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Critical Mastery, Exhausting Critical, Improved Critical (claws), Improved Critical (quills), Improved Initiative, Improved Iron Will, Iron Will, Skill Focus (Stealth), Tiring Critical 
Skills Acrobatics +19 (+31 when jumping), Athletics +21, Perception +26, Stealth +18 (+26 forests), Survival +3 (+23 tracking); Racial +8 Acrobatics, +10 Perception, +4 Stealth (+12 forests), +20 Survival when tracking 
Treasure incidental
Bounding Charge A Baloth can move across difficult terrain with a charge.
Fury a Spiked Baloth seethes with barely repressed rage and anger. If it misses with its bite attack or falls below half of its hit points, it succumbs to such uncontrollable fury that it bursts into flame. While engulfed in these flames, a Spiked Baloth is affected as by a haste spell (this effect cannot be dispelled) and all fire damage dealt by it is maximized. The fury lasts for 5 rounds, after which the Baloth cannot enter a fury again for another 5 rounds. 
Gaze (Su) Immolation and confusion, range 30 feet, Fortitude DC 29 negates. An immolated creature takes 5d6 fire damage on its turn, and burns until the fire is extinguished. A Baloth can direct its gaze attack against a single foe as a swift action. The save DC is Constitution-based. 
Lash out as a swift action, a Baloth can make an attack with a bite, claw or tail slap. It cannot lash out in the same round that it charges.
Pain (Ex) whenever a creature takes damage from a baloth’s tail slap attack, quills, or quill defense, that creature must make a DC 28 Reflex save or a quill lodges in its flesh, causing the creature to become sickened until the quill is removed. Removing one quill requires a DC 20 Heal check made as a full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d10+6 points of damage to the victim. The save DC is Dexterity-based. 
Quick Recovery A debilitated Baloth recovers with frightening speed. If a Baloth starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazed, dazzled, exhausted, fatigued, nauseated, sickened, and stunned. Furthermore, a Baloth affected by ability damage, ability drain, or a mind-affecting effect that allows a save receives an additional save against the effect of its choice at the original DC at the end of its turn in order to shake off the effect. 
Quills (Ex) with a snap of its tail, a Baloth can loose a volley of four quills as a standard action (make an attack roll for each spike). This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each other. Launched quills regrow in a single round, during which the baloth’s defensive abilities are unaffected. 
Any creature that strikes a Baloth with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d10 + 6 points of piercing damage from the baloth’s quills and suffers from the baloth's pain attack. 
Brutal Tail A baloth's tail has an x3 critical multiplier and adds one and a half times the Strength modifier to damage.
Relentless Tracker A Baloth can move at up to double its speed and still track without penalty. It gains a +10 competence bonus on Survival checks made to track creatures it has wounded.
Baloth Pup

CR 13 XP 25,600
N Huge magical beast 
Init +9; Senses blindsense 120 ft., darkvision 120 ft., lowlight vision, scent.; Perception +20
AC 33, touch 13, flat-footed 28, combat 47
(+5 Dex, +20 natural, –2 size) 
hp 218 (19d10 + 114); fast heal 10
Immune fear, paralysis, poison, sleep
Defense quill defense
Fort +17, Ref +16, Will +9; Improved Iron Will
Speed 60 ft., climb 30 ft. 
Melee bite +28 (1d10 + 11 plus grab) and 
2 claws +28 (1d8 + 11 /19-20) and
tail +23 (1d10 + 16 plus pain /x3) 
Ranged 4 quills +26 (1d8 + 11 /19-20)
Space 15 ft.; Reach 10 ft. (15 ft. tail slap)
Base Atk +19; Combat +32 (+36 grapple)
Attack Options lash out, pounce
Special Actions bounding charge, gaze, rake (4 claws, +28, 1d8 + 11), rend (2 claws, 1d8 + 16) 
Abilities Str 32, Dex 21, Con 23, Int 2, Wis 13, Cha 16 
SQ brutal tail, planar acclimation, relentless tracker
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (claws), Improved Critical (quills), Improved Initiative, Improved Iron Will, Iron Will, Skill Focus (Stealth), Tiring Critical 
Skills Acrobatics +17 (+29 when jumping), Athletics +18, Perception +20, Stealth +13 (+25 forests), Survival +2 (+22 tracking); Racial +8 Acrobatics, +10 Perception, +4 Stealth (+12 forests), +20 Survival when tracking 
Treasure incidental
Bounding Charge A Baloth can move across difficult terrain with a charge.
Gaze (Su) Confused, range 30 feet, Fortitude DC 25 negates. A Baloth can direct its gaze attack against a single foe as a swift action. This is a mind-affecting compulsion effect. The save DC is Constitution-based. 
Lash out as a swift action, a Baloth can make an attack with a bite, claw or tail slap. It cannot lash out in the same round that it charges.
Pain (Ex) whenever a creature takes damage from a Baloth's tail slap attack, quills, or quill defense, that creature must make a DC 24 Reflex save or a quill lodges in its flesh, causing the creature to become sickened until the quill is removed. Removing one quill requires a DC 20 Heal check made as a full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d8+5 points of damage to the victim. The save DC is Dexterity-based. 
Quills (Ex) with a snap of its tail, a Baloth can loose a volley of four quills as a standard action (make an attack roll for each spike). This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each other. Launched quills regrow in a single round, during which the Baloth's defensive abilities are unaffected. 
Any creature that strikes a Baloth with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d8 + 5 points of piercing damage from the Baloth's quills and suffers from the Baloth's pain attack. 
Brutal Tail a Baloth's tail has an x3 critical multiplier and adds one and a half times the Strength modifier to damage.
Relentless Tracker A Baloth can move at up to double its speed and still track without penalty. It gains a +10 competence bonus on Survival checks made to track creatures it has wounded.
Enormous Baloth

CR 18    XP 102,400
N Gargantuan magical beast 
Init +11; Senses blindsense 120 ft., darkvision 120 ft., lowlight vision, scent.; Perception +26
AC 37, touch 15, flat-footed 28, combat 61
(+9 Dex, +22 natural, –4 size) 
hp 356 (23d10 + 230); fast heal 10; DR 15/cold iron
Immune fear, paralysis, poison, sleep; SR 29
Defense quick recovery, quill defense
Fort +23, Ref +22, Will +13; Improved Iron Will
Speed 60 ft., climb 30 ft. 
Melee bite +34 (2d8 + 15 plus grab) and 2 claws +34 (2d6 + 15 /19-20) and tail +29 (2d8 + 22 plus pain /x3) 
Ranged 4 quills +28 (1d10 + 15 /19-20)
Space 20 ft.; Reach 15 ft. (20 ft. tail slap)
Base Atk +23; Combat +42 (+46 grapple)
Attack Options lash out, pounce
Special Actions bounding charge, gaze, rake (4 claws, +34, 2d6 + 15), and rend (2 claws, 2d 6 + 22) 
Abilities Str 40, Dex 29, Con 31, Int 6, Wis 19, Cha 22 
SQ brutal tail, relentless tracker
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Critical Mastery, Exhausting Critical, Improved Critical (claws), Improved Critical (quills), Improved Initiative, Improved Iron Will, Iron Will, Skill Focus (Stealth), Tiring Critical 
Skills Acrobatics +21 (+33 when jumping), Athletics +23, Perception +28, Stealth +20 (+28 forests), Survival +5 (+25 tracking); Racial +8 Acrobatics, +10 Perception, +4 Stealth (+12 forests), +20 Survival when tracking 
Treasure incidental
Bounding Charge a Baloth can move across difficult terrain with a charge.
Gaze (Su) Confused, range 30 feet, Fortitude DC 31 negates. A Baloth can direct its gaze attack against a single foe as a swift action. This is a mind-affecting compulsion effect. The save DC is Constitution-based. 
Lash out as a swift action, a Baloth can make an attack with a bite, claw or tail slap. It cannot lash out in the same round that it charges.
Pain (Ex) whenever a creature takes damage from a Baloth's tail slap attack, quills, or quill defense, that creature must make a DC 30 Reflex save or a quill lodges in its flesh, causing the creature to become sickened until the quill is removed. Removing one quill requires a DC 20 Heal check made as a full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d10+6 points of damage to the victim. The save DC is Dexterity-based. 
Quick Recovery a debilitated Baloth recovers with frightening speed. If a Baloth starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazed, dazzled, exhausted, fatigued, nauseated, sickened, and stunned. Furthermore, a Baloth affected by ability damage, ability drain, or a mind-affecting effect that allows a save receives an additional save against the effect of its choice at the original DC at the end of its turn in order to shake off the effect. 
Quills (Ex) with a snap of its tail, a Baloth can loose a volley of four quills as a standard action (make an attack roll for each spike). This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each other. Launched quills regrow in a single round, during which the Baloth's defensive abilities are unaffected. 
Any creature that strikes a Baloth with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d10 + 7 points of piercing damage from the Baloth's quills and suffers from the Baloth's pain attack. 
Brutal Tail a Baloth's tail has an x3 critical multiplier and adds one and a half times the Strength modifier to damage.
Relentless Tracker a Baloth can move at up to double its speed and still track without penalty. It gains a +10 competence bonus on Survival checks made to track creatures it has wounded.
Territorial Baloth

CR 20 XP 102,400
N Gargantuan magical beast 
Init +11; Senses blindsense 120 ft., darkvision 120 ft., greater arcane sight, lowlight vision, scent.; Perception +26
AC 33, touch 13, flat-footed 26, combat 57
(+7 Dex, +20 natural, –4 size) 
hp 310 (23d10 + 184); fast heal 10; DR 20/nonmagical
Immune fear, magic, paralysis, poison, sleep
Defense quick recovery, quill defense
Fort +21, Ref +20, Will +11; Improved Iron Will
Speed 60 ft., climb 30 ft. 
Melee bite +32 (2d8 + 13 plus grab) and 
2 claws +32 (2d6 + 13 /19-20) and tail +27 (2d8 + 19 plus pain /x3) 
Ranged 4 quills +26 (1d10 + 13 /19-20)
Space 20 ft.; Reach 15 ft. (20 ft. tail slap)
Base Atk +23; Combat +40 (+44 grapple)
Attack Options lash out, magic bane, pounce
Special Actions bounding charge, gaze, rake (4 claws, +32, 2d6 + 13), and rend (2 claws, 2d 6 + 19) 
Abilities Str 36, Dex 25, Con 27, Int 2, Wis 15, Cha 18 
SQ brutal tail, planar acclimation, relentless tracker
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Critical Mastery, Exhausting Critical, Improved Critical (claws), Improved Critical (quills), Improved Initiative, Improved Iron Will, Iron Will, Skill Focus (Stealth), Tiring Critical 
Skills Acrobatics +19 (+31 when jumping), Athletics +21, Perception +26, Stealth +18 (+26 forests), Survival +3 (+23 tracking); Racial +8 Acrobatics, +10 Perception, +4 Stealth (+12 forests), +20 Survival when tracking 
Treasure incidental
Bounding Charge a Baloth can move across difficult terrain with a charge.
Gaze (Su) Confused, range 30 feet, Fortitude DC 29 negates. A Baloth can direct its gaze attack against a single foe as a swift action. This is a mind-affecting compulsion effect. The save DC is Constitution-based. 
Lash out as a swift action, a Baloth can make an attack with a bite, claw or tail slap. It cannot lash out in the same round that it charges.
Magic Bane a Territorial Baloth gains a +5 bonus to attacks, damage, saves and Armor Class against any creature with a faint or moderate magic aura. Against creatures with a strong magic aura, this increases to +10.
Pain (Ex) whenever a creature takes damage from a Baloth's tail slap attack, quills, or quill defense, that creature must make a DC 28 Reflex save or a quill lodges in its flesh, causing the creature to become sickened until the quill is removed. Removing one quill requires a DC 20 Heal check made as a full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d10+6 points of damage to the victim. The save DC is Dexterity-based. 
Quick Recovery a debilitated Baloth recovers with frightening speed. If a Baloth starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazed, dazzled, exhausted, fatigued, nauseated, sickened, and stunned. Furthermore, a Baloth affected by ability damage, ability drain, or a mind-affecting effect that allows a save receives an additional save against the effect of its choice at the original DC at the end of its turn in order to shake off the effect. 
Quills (Ex) with a snap of its tail, a Baloth can loose a volley of four quills as a standard action (make an attack roll for each spike). This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each other. Launched quills regrow in a single round, during which the Baloth's defensive abilities are unaffected. 
Any creature that strikes a Baloth with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d10 + 6 points of piercing damage from the Baloth's quills and suffers from the Baloth's pain attack. 
Brutal Tail a Baloth's tail has an x3 critical multiplier and adds one and a half times the Strength modifier to damage.
Magic Immunity (Ex) A Territorial Baloth is immune to any spell or spell-like ability that allows spell resistance.
Relentless Tracker a Baloth can move at up to double its speed and still track without penalty. It gains a +10 competence bonus on Survival checks made to track creatures it has wounded.

1 comment:

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