The Chastener, Sea Giant
CN Large humanoid (aquatic, giant)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +22
AC 27, touch 13, flat-footed 23 (-1 size, +14 natural, +4 Dex)
HP 187 (15d10+105)
Fort +16, Ref +11, Will +11
Defensive Abilities freedom of movement, rock catching
Speed 40 ft.
Melee mwk scythe +23/+18/+13 (2d6+18/x4 plus trip) or 2 slams +22 (1d8+12)
Space 10 ft., Reach 10 ft.
Special Attacks crushing pressure, rock throwing (120 ft.)
Spell-Like Abilities (CL 15th) Constant—freedom of movement 5/day—control water
Str 34, Dex 19, Con 25, Int 18, Wis 18, Cha 16
Base Atk +11; CMB +24; CMD 38
Feats Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (scythe)
Skills Acrobatics +19, Climb +25, Craft (blacksmith) +12, Intimidate +21, Knowledge (nature) +14, Perception +22, Stealth +15, Swim +31
Languages Aquan, Common, Giant
SQ amphibious
Gear Huge masterwork scythe
Crushing Pressure (Su) Three times per day as a standard action, a sea giant can increase the water pressure in a 10-foot radius around itself for a number of rounds equal to its Constitution bonus (5 rounds for an average sea giant). Any living creature in the area of increased pressure must succeed on a DC 24 Fortitude save each round it remains in the area or take 1d8 points of damage. The save DC is Constitution-based.
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