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Wednesday, January 27, 2016

Bestiary: Faernych

by Adam Frank and Tim Wallace

Faernych
A horrendous buzzing surrounds you, and before you know what happened, you then see the mound you kicked freeing the colony of five-headed stinging and biting bugs. They swarm around you buzzing their terrible song the whole time.

© Nicholas Cloister, Monsters by Email, licensed to Timothy Wallace

FAERNYCH   CR 5
XP 1,600
CN Small magical beast
Init +5 (+9 with hive mind); Senses darkvision 60 ft., hive mind, low-light vision; Perception +8 (+12 with hive mind)
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DEFENSE
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AC 18, touch 16, flat-footed 15 (+3 Dex, +2 insight, +2 natural, +1 size)
hp 43 (6d10+6)
Fort +6, Ref +10, Will +4 (+2 against attempts to scry on you or read your mind)
Defensive Abilities prescience
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OFFENSE
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Speed 20 ft., fly 60 ft. (good)
Melee 5 bites +10 (1d4 plus 1d4 acid), sting +10 (1d4 plus poison)
Special Attacks agonizing venom
Spell-Like Abilities (CL 6th; concentration +7)
  Constant—ant haul (DC 12)
  1/day—augury
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STATISTICS
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Str 10, Dex 16, Con 13, Int 10, Wis 14, Cha 13
Base Atk +6; CMB +5; CMD 20 (28 vs. trip)
Feats Careful Speaker, Wall of Flesh, Weapon Finesse
Skills Acrobatics +3 (-1 to jump), Bluff +4 (+6 to fool someone or pass secret messages), Fly +18, Perception +8 (+12 with hive mind)
Languages Abyssal, Common; telepathy 60 ft.
SQ hive mind, swarming
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ECOLOGY
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Environment any deserts
Organization solitary, formation (2-5), hive (11-40 and 1 queen)
Treasure none
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SPECIAL ABILITIES
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Careful Speaker (Ex) Faernychs gain a +2 bonus on all Bluff checks made to fool someone or pass secret messages (but not to feint in combat), and a +2 bonus on all Will saves against attempts to scry upon it or read its mind (Inner Sea World Guide).
Vampiric Venom (Su) Whenever a creature fails its saving throw against a faernych’s poison, the faernych with the least hit points within 60 feet is healed 1d4 hit points.
Hive Mind (Ex) Faernychs share a telepathic bond with ther members of their hive that enhances their hive mates’ perception. As long as a faernych is within telepathic range of at least one hive mate, it gains a +4 racial bonus on initiative checks and Perception checks. If at least one faernych disbelieves an illusion, all faernychs within its telepathic range are also considered to disbelieve that illusion. If one faernych is aware of combatants, all other hive mates within the range of its telepathy are also aware of those combatants.
Poison (Ex) Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d4 Dex; cure 2 consecutive saves.
Prescience (Su) Limited precognitive abilities grant a faernych a +2 insight bonus on initiative checks, on Reflex saves, and to its Armor Class. Faernychs are never surprised or flat-footed.
Swarming (Ex) Up to two faernychs can share the same square at the same time. If two faernychs in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Wall of Flesh (Ex) When adjacent to an another faernych, the faernych is considered one size category larger for determining CMD and the way combat maneuvers and abilities affect it (Kobolds of Golarion).

The small faernych is a terrifying pest. They are, it is said, what happens when a wizard with more magic than wits, and a demon with more ambition than smarts team up. The original hive was created some centuries with a mixture of both the blackest arcane, and the foulest demon magics. This hive quickly overpowered and destroyed its makers. As it ate their bodies the colony absorbed some of the residual power of its creators and gained a sort of hive sentience.
Mostly preferring arid places with dry loose dirt to make their mounds in the faernych will use their preternatural ability to sense destruction and flock to an easy meal. Each colony is its own sentience. When a fledgling queen leave the previous colony for a new home and to start her own colony her mind separates from that of her previous hive and she forms her own consciousness. Because of the way these terrifying creatures spread they all have memories of every colony in their line of ancestry back to the progenitors.
The faernych will typically avoid a fight unless provoked, normally by the destruction of their mound or someone killing a few faernych. They prefer easy meals and due to their ability to sense impending death and rot are often seen as harbingers of ill fortune, famine, death, plague, and other horrors beyond the limited imaginings of mere mortals.
They will attack in groups and generally use their barbed stingers to attack, when they sting they inject a fast acting toxin that slowly disables their foes and leaches the life magically from those infected. Their bites are painful as the five heads have sharp fang like teeth and saliva that breaks down organic matter to be more easily digested for them.
The faernych are incredibly intelligent and capable of speech. They have been known to warn beings away from their lands as well have given some travelers safe passage. Incredibly fickle, it is not always wise to trust their words as they lie as much as they tell the truth. An old mound is often easy to spot by the bones and death that surround it. Some adventurers are brave enough to try to loot some of the corpses around a mound, though this will often get a brave adventurer attacked and will certainly bring death to the unwary.

FAERNYCH QUEEN   CR 7
XP 3,200
CN Small magical beast
Init +6 (+10 with hive mind); Senses darkvision 60 ft., hive mind, low-light vision; Perception +15 (+19 with hive mind)
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DEFENSE
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AC 21, touch 17, flat-footed 17 (+4 Dex, +2 insight, +4 natural, +1 size)
hp 72 (9d10+18)
Fort +8, Ref +12, Will +6 (+2 against attempts to scry on you or read your mind)
Defensive Abilities prescience
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OFFENSE
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Speed 20 ft., fly 60 ft. (good)
Melee 5 bites +14 (1d4+1 plus 1d4 acid), sting +14 (1d4+1 plus poison)
Special Attacks agonizing venom
Spell-Like Abilities (CL 9th; concentration +11)
  At will—dimension door (self only)
  3/day—dispel magic, invisibility
  1/day—bestow curse (DC 15), curse of magic negation (DC 15), life pact
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STATISTICS
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Str 12, Dex 18, Con 15, Int 13, Wis 16, Cha 15
Base Atk +9; CMB +9; CMD 25 (29 vs. trip)
Feats Careful Speaker, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Weapon Finesse
Skills Acrobatics +4 (+0 to jump), Bluff +11 (+13 to fool someone or pass secret messages), Fly +22, Perception +15 (+19 with hive mind)
Languages Abyssal, Common; telepathy 120 ft.
SQ hive frenzy, hive mind
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SPECIAL ABILITIES
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Dimensional Dervish (Su) A faernych queen can take a full-attack action, casting dimension door as a swift action. If she does, she can teleport up to twice her speed (up to the maximum distance allowed by the spell), dividing this teleportation into increments she uses before her first attack, between each attack, and after her last attack. She must teleport at least 5 feet each time it teleports.
Hive Frenzy (Su) Once per day as a standard action, the queen can send out a command to all faernychs within range of her telepathy. Those faernychs are affected as if by a haste spell (CL 9th).
Poison (Ex) Sting—injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d6 Dex; cure 2 consecutive saves.


Wednesday, January 20, 2016

Bestiary: Nharmyth

by Adam Frank and Tim Wallace

Nharmyth
Beneath the still ocean waters what appears to be a group of manta rays cut through the water and surround the boat. As they breach the surface, shattering the tranquility of the scene you notice that what you took for a sea skate’s head was instead a mass of horns and tentacles. In the center you see a single jet black orb that seems to function as an eye. A small mouth atop the eye gapes hungrily.

© Nicholas Cloister, Monsters by Email, licensed to Timothy Wallace
NHARMYTH      CR 8
XP 4,800
NE Medium aberration (aquatic)
Init +7; Senses darkvision 60 ft., watersense 60 ft., true seeing; Perception +14
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Defense
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AC 21, touch 17, flat-footed 14 (+7 Dex, +4 natural)
hp 117 (12d8+36)
Fort +7, Ref +11, Will +7
Immune poison; Resist cold 10
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OFFENSE
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Speed 5 ft., swim 60 ft.
Melee gore +16 (4d6+7), tentacle +11 (1d4+3 plus poison)
Special Attacks agonizing venom, aquatic juggernaut
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STATISTICS
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Str 24, Dex 24, Con 16, Int 13, Wis 9, Cha 9
Base Atk +9; CMB +16 (+18 overrun); CMD 33 (35 vs. overrun, can't be tripped)
Feats Bloody Assault, Charge Through, Combat Expertise, Eldritch Claws, Improved Overrun, Power Attack
Skills Acrobatics +7 (–5 to jump), Disguise +11, Intimidate +14, Perception +14, Survival +14, Swim +30
Languages Aboleth, Aklo, Aquan, Undercommon
SQ dense horns
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ECOLOGY
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Environment any aquatic
Community solitary, pair, or pack (3–6)
Treasure none (eye and horns have value)
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SPECIAL ABILITIES
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Agonizing Venom (Ex) Any creature failing its saving throw against the nharmyth’s poison is sickened with pain for 1 minute. A second, third, and fourth failed saving throw mean the creature is also staggered for 1 minute, nauseated for 1 minute, and helpless for 1 minute, respectively. This is a pain effect.
Aquatic Juggernaut (Ex) A nharmyth may make a ram attack in the water as if it were a ship. To ram a target, the nharmyth must move at least 30 feet and end in a square adjacent to the target. The nharmyth then makes a charge combat maneuver check—if this check equals or exceeds the target's AC, the nharmyth hits its target, inflicting gore damage plus an additional 3d6 points of damage to the target, as well as minimum gore damage to the ramming nharmyth.
Bloody Assault (Ex) A nharmyth can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with its melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. The must choose to use this feat before making the attack roll, and its effects last until its next turn (although the bleeding lasts until healed, as normal).
Charge Through (Ex) When making a charge, the nharmyth can attempt to overrun one creature in the path of the charge as a free action. If it successfully overruns that creature, it can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Dense Horns (Ex) While not as dense as adamantine, nharmyth horns have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 10.
Eldritch Claws (Su) A nharmyth’s natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Poison (Ex) Tentacle—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Con; cure 2 consecutive saves.
Watersense (Ex) A nharmyth can sense vibrations in water, granting it blindsense 30 feet against creatures in contact with the same body of water.

Often initially confused with manta rays or dolphins, many ships will continue into their territory unheeded. These creatures were born from the Old Gods when they fell into the sea; it is said their bodies decayed, and the decaying goliaths formed the first nharmyth.
Some of the most perceptive creatures under the waves, the nharmyth can see though any magical illusion with their eye located in their center mass. It is also said they know where any potential prey is within over ten yards even without looking at it. They are agile swimmers but all but useless on land. It is not uncommon for a nharmyth to attack a boat with its sharp horns and use their tentacles to devour their prey. 
The nharmyth’s tentacles all contain a burning toxin that is said to cause such pain that those who come into contact with it are unable to move and all they can do is scream in agony. A victim will be afflicted for generally no longer than a day, but those who survive the stinging lash will have an unsightly scar that will last the rest of the survivor’s days.
Recently a thriving trade has sprung up around their horns and eyes. The horns themselves are used in dozens of magical concoctions as well as being well suited to making weapons. The eyes have the ability to see through illusions, and find all things hidden a limited number of times.
When a nharmyth dies there is a 50% chance that it will spawn 1d3 infant nharmyth (see below) in 1d6 days. More are born as they were originally created. When one perishes others may grow from the corpse of the parent.


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NEW WONDROUS ITEM: NHARMYTH EYE
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Price 3,850 gp; Aura moderate divination; CL 10th; Weight
This dark orb can only be harvested from the corpse of a nharmyth. A newly harvested nharmyth eye has 1d3 charges. By focusing on the eye, the bearer can expend 1 charge to benefit from the effects of the spell true seeing. When all its charges are expended, the orb quickly decomposes. A character holding the orb when the last charge is expended must immediately save against blinding sickness.


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NEW SPECIAL MATERIAL: NHARMYTH HORN
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Weapons fashioned from nharmyth horn have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 10 (see Additional Rules). Nharmyth horn is so costly that weapons made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, nharmyth horn weapons and ammunition have a +1 enhancement bonus on attack rolls. Items without metal parts cannot be made from nharmyth horn. An arrow could be made of nharmyth horn, but a quarterstaff could not.

Type of Nharmyth Horn Item
Item Price Modifier
Ammunition
+30 gp per item
Weapon
+1,500 gp


INFANT NHARMYTH      CR 4
XP 1,200
NE Small aberration (aquatic)
Init +4; Senses darkvision 60 ft., tremorsense 60 ft., true seeing; Perception +7
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DEFENSE
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AC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
hp 36 (5d8+10)
Fort +3, Ref +5, Will +3
Immune poison; Resist cold 5
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OFFENSE
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Speed 5 ft., swim 40 ft.
Melee gore +8 (4d4+4), tentacle +3 (1d3+2)
Special Attacks aquatic juggernaut
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STATISTICS
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Str 18, Dex 19, Con 14, Int 13, Wis 9, Cha 8
Base Atk +3; CMB +6 (+8 overrun); CMD 20 (22 vs. overrun, can't be tripped)
Feats Combat Expertise, Improved Overrun, Power Attack
Skills Acrobatics +4 (-8 to jump), Disguise +4, Intimidate +7, Perception +7, Survival +7, Swim +20
Languages Aboleth, Aklo, Aquan, Undercommon
SQ dense horns


Wednesday, January 13, 2016

Bestiary: Jehmorcha

by Adam Frank and Tim Wallace

Jehmorcha
Their regal gold head crests billowing behind them, a man-sized lizard skitters towards the adventuring party. It bellows twice, a loud screeching noise. The large scales scintillate between gold and charcoal grey. The powerful reptile stares with commanding eyes upon the heroes. Suddenly the lizard’s purpose is made clear: fear is coming. This creature is only here to announce it.

© Nicholas Cloister, Monsters by Email, licensed to Timothy Wallace

JEHMORCHA      CR 15
XP 51,200
CE Medium magical beast (extraplanar, fire)
Init +6; Senses cinder sight, darkvision 120 ft., low-light vision, scent; Perception +28
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DEFENSE
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AC 30, touch 16, flat-footed 24 (+6 Dex, +14 natural)
hp 214 (20d10+100)
Fort +18, Ref +18, Will +13
DR 10/cold iron or silver; Immune fire; SR 26
Weaknesses vulnerable to cold
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OFFENSE
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Speed 90 ft.
Melee bite +26 (2d6+6 plus 1d6 fire), 2 claws +26 (1d8+6)
Special Attacks breath weapon (100-ft. line, DC 24, 20d4 fire), rend (2 claws, 1d8+9)
Spell-Like Abilities (CL 20th; concentration +24)
   1/day—incendiary cloud
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STATISTICS
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Str 23, Dex 22, Con 18, Int 13, Wis 20, Cha 19
Base Atk +20; CMB +26; CMD 42 (46 vs. trip)
Skills Acrobatics +6 (+30 to jump), Perception +28, Stealth +29, Survival +25
Languages Abyssal, Common, Draconic; telepathy 100 ft.
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ECOLOGY
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Environment any
Organization always six
Treasure standard
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SPECIAL ABILITIES
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Cinder Sight (Su) A jehmorcha sees through fire, fog, and smoke without penalty as long as there is enough light to otherwise allow her to see normally.
Distracting Charge (Ex) When another jehmorcha uses the charge action and hits, the jehmorcha gains a +2 bonus on its next attack roll against the target of that charge. This bonus must be used before the other jehmorcha’s next turn, or it is lost.
Incendiary Cloud (Sp) Six jehmorcha operating together can conjure an incendiary cloud.
Outflank (Ex) Whenever two jehmorcha are flanking the same creature, their flanking bonus on attack rolls increases to +4. In addition, whenever a flanking jehmorcha scores a critical hit against the flanked creature, it provokes an attack of opportunity from its ally.
Shake It Off (Ex) When a jehmorcha is adjacent to one or more other jehmorcha, it gains a +1 bonus on saving throws per adjacent jehmorcha (maximum +4).
Snapping Flank (Ex) When flanking with another jehmorcha, as a swift action the jehmorcha can make a bite attack against the opponent it and the other jehmorcha are flanking.

Before the terror that is the ghidjarin comes the jehmorcha. Able to telepathically communicate with the ghidjarin and advise the gigantic dragon of the presence of prey, the jehmorcha’s primary goal is to scout. Omnivorous creatures, they will eat the scraps from the ghidjarin's kill after their master has razed the area.
These lizards will not go out of their way to attack anyone or anything but they will defend themselves if the need arises. Related to dragons, the jehmorcha has a heat ray breath attack that is capable of cooking anything it comes in contact with. Their scales are nearly impenetrable by normal weapons and even their head crests are deceptively durable and difficult to damage.
Like the ghidjarin, the origins of the jehmorcha are unknown and any living specimens that have been captured escape mysteriously. What is most confusing is this: No matter how many are killed there are always six jehmorcha in a scouting group.


Wednesday, January 6, 2016

Bestiary: Ghidjarin

by Adam Frank and Tim Wallace

Ghidjarin
A slow, horrible flapping precedes an ear splitting sound that can be described as the bastard child of a shriek and a roar. A gigantic yellow striped creature with pointed legs emerges over the mountains. It flies toward you at a breakneck speed and comes to a surprisingly graceful landing in front of you, dwarfing your body. It opens its mouth again, wide enough to fit a group of adventurers, and out of its gaping jaw emerges a foul smelling swarm of stinging flies.

© Nicholas Cloister, Monsters by Email, licensed to Timothy Wallace

GHIDJARIN      CR 25
XP 1,638,400
CE Colossal dragon (extraplanar, fire)
Init +7; Senses dragon senses; Perception +35
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DEFENSE
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AC 42, touch 10, flat-footed 34 (+7 Dex, +1 dodge, +32 natural, -8 size)
hp 525 (30d12+360)
Fort +29, Ref +24, Will +19
DR 15/epic; Immune fire, paralysis, sleep; SR 36
Weaknesses vulnerable to cold
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OFFENSE
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Speed 50 ft., fly 250 ft. (clumsy)
Melee bite +38 (4d8+16), 2 gores +39 (4d6+18/19-20 plus burn), 2 wings +33 (2d8+8/19-20)
Space 30 ft.; Reach 30 ft.
Special Attacks burn (2d6, DC 37), swarm breath
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STATISTICS
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Str 42, Dex 25, Con 34, Int 8, Wis 14, Cha 9
Base Atk +30; CMB +54; CMD 72
Skills Acrobatics +7 (+15 to jump), Fly +30, Intimidate +48, Perception +35, Stealth +24, Survival +35
Languages Abyssal, Draconic
SQ demolisher
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ECOLOGY
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Environment any mountain or swamp
Organization solitary
Treasure triple
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SPECIAL ABILITIES
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Critical Focus (Ex) A ghidjarin receives a +4 circumstance bonus on attack rolls made to confirm critical hits.
Death from Above (Ex) A ghidjarin receives a +5 bonus on attack rolls when charging from higher ground or flying.
Demolisher (Ex) A ghidjarin ignores up to 10 points of hardness when damaging objects.
Dragon Senses (Ex) Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light.
Impaling Critical (Ex) Whenever a ghidjarin scores a critical hit with one of its gore attacks, it can impale its opponent on the gore. While its opponent is impaled in this way, each time he starts his turn, it deals damage equal to its gore's damage dice plus the ghidjarin's burn special attack. As an immediate action, the ghidjarin can pull its gore out of its opponent. If the ghidjarin's opponent is ever outside its reach, it must spend a free action to pull it out of him. The ghidjarin's opponent can also spend a move action to pull its gore out. When the gore comes out, its opponent takes damage as if starting his turn impaled. While the ghidjarin impales its opponent with its gore, it cannot use it to attack. The ghidjarin can only apply the effects of one critical feat to a given critical hit.
Improved Impaling Critical (Ex) While a ghidjarin is using Impaling Critical to impale an opponent with one of its gore attacks, that opponent must succeed at a grapple combat maneuver check against it to pull the gore out. Until the opponent pulls the gore out, his speed in all modes is halved and his maneuverability, if any, is reduced by one step. When the gore comes out, instead of dealing the damage normal for Impaling Critical, the ghidjarin can deal bleed damage equal to its gore's damage dice result once per round at the start of that opponent's turn.
Stunning Critical (Ex) Whenever a ghidjarin scores a critical hit, its opponent becomes stunned for 1d4 rounds. A successful Fortitude save (DC 40) reduces this to staggered for 1d4 rounds. The effects of this feat do not stack. Additional hits instead add to the duration. The ghidjarin can only apply the effects of one critical feat to a given critical hit.
Swarm Breath (Su) A ghidjarin's breath weapon summons an abyssal swarm. The swarm begins adjacent to the ghidjarin, but if no living creatures are within its area, it moves in one direction of the ghidjarin's choosing at its normal speed. The ghidjarin can move the swarm or change the swarm's direction by spending a standard action to concentrate on the swarm, otherwise it continues moving in its current direction. An abyssal swarm is in all ways identical to a hellwasp swarm, except that its alignment is CE and it understands Abyssal instead of Infernal. In addition, the Fortitude save DC versus the abyssal swarm's distraction and poison abilities are equal to the save DC of the ghidjarin's breath weapon (DC 36). The save is Constitution-based.
Visceral Threat (Ex) A ghidjarin may use Intimidate, rather than Bluff, to attempt a feint against a creature within its melee reach.

No one is sure where the ghidjarin came from; these creatures are as shrouded in mystery as they are terrifying. A single ghidjarin has been known to lay waste to kingdoms. They have only been sighted alone, not even a nest of baby ghidjarin has ever been found. There are theories that they are related to dragons in some way based on their similar reptilian features. Before feeding and as an attack they release a swarm of tiny stinging flies that attack anything nearby.
The ghidjarin are gigantic creatures, easily hundreds of feet from head to fin and three times that or more in wingspan. Their legs end in sharp points that they commonly use to skewer larger prey. For its size, a ghidjarin is surprisingly graceful; those who survive seeing one will commonly mention horrible flapping sound that preceded it's arrival and, should it travel on the ground, left no physical trace of its passing save the carnage strewn in its wake.
Incredibly violent, no one can tell if the ghidjarin are intelligent creatures as they would rather kill everything in sight than talk. There are groups of kobold clans that worship the ghidjarin as gods and will leave sacrifices of living creatures, including humanoids, even other kobolds should they feel the need for a sacrifice. This has never resulted in a particular kobold clan, should it be noticed by a ghidjarin, escaping the violent deaths these monstrous creatures bring.
There has been one known instance of a powerful wizard capturing a ghidjarin. Using magical traps, intricate spells and very rare and strong materials he made a cage for the creature and was able to coax it inside. In two days, the ghidjarin had escaped. Worthy of note here is that it left the cage unharmed and the city unrazed.