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XP 9,600 CE Medium outsider (chaotic, demon, evil, extraplanar) Init 1; Senses darkvision 60 ft.; Perception 24 Defense AC 25, touch 11, flat-footed 24 ( 1 Dex, 14 natural) hp 125 (10d10 70) Fort 10, Ref 8, Will 10 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 21 Offense Speed 30 ft.

Melee bite 16 (1d6 6), 2 claws 16 (1d8 6), gore 16 (2d6 6) Special Attacks enslave soul, horns, powerful charge (gore, 4d6 12) Spell-Like Abilities (CL 12th; concentration 15) At will—command (DC 14), greater teleport (self plus 50 lbs.

XP 76,800 CE Gargantuan outsider (chaotic, demon, evil, extraplanar) Init 4; Senses darkvision 60 ft., detect good, scent, true seeing; Perception 36 Defense AC 31, touch 11, flat-footed 26 ( 4 Dex, 1 dodge, 20 natural, –4 size) hp 246 (17d10 153) Fort 19, Ref 11, Will 18 DR 10/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 27 Offense Speed 40 ft., climb 20 ft., fly 60 ft.

The kalavakus must have line of sight to the target.

The target can resist this special attack with a DC 18 Will save, but is staggered for 1 round even if the save is successful.

XP 19,200 CE Medium outsider (aquatic, chaotic, demon, evil, extraplanar) Init 11; Senses darkvision 120 ft.; Perception 28 Defense AC 28, touch 18, flat-footed 20 ( 7 Dex, 1 dodge, 10 natural) hp 162 (13d10 91) Fort 15, Ref 13, Will 12 DR 10/good; Immune acid, critical hits, disease, electricity, paralysis, poison, polymorph, sleep effects, stunning; Resist cold 10, fire 10; SR 23 Offense Speed 40 ft., climb 20 ft., swim 80 ft.

Melee 2 slams 21 (1d6 8 plus 3d6 acid and grab) Ranged slime 20 (1d6 plus 3d6 acid and entangle) Special Attacks smothering Spell-Like Abilities (CL 12th; concentration 16) At will—create water, greater teleport (self plus 50 lbs.

If the save is successful, the creature is immune to this ability for 24 hours.

If the save is a failure, the target's soul is enslaved—this creature takes a –6 penalty on all attack rolls and saving throws against that kalavakus.

of objects only), liquid leap (see below), telekinesis (DC 19) 3/day—gaseous form, control water, poison (DC 18), stinking cloud (DC 17) 1/day—acid fog, summon (level 4, 1 omox 30% or 1d4 babaus 60%) Statistics Str 26, Dex 25, Con 24, Int 15, Wis 19, Cha 18 Base Atk 13; CMB 21; CMD 39 (can't be tripped) Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Vital Strike Skills Acrobatics 23 ( 27 jump), Climb 32, Escape Artist 23, Knowledge (dungeoneering) 18, Knowledge (planes) 18, Perception 28, Sense Motive 20, Stealth 23 ( 33 when submerged), Swim 32; Racial Modifiers 16 Escape Artist, 8 Perception, 10 Stealth when submerged Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

SQ amorphous, amphibious, compression Ecology Environment any (the Abyss) Organization solitary or clot (2–6) Treasure standard Special Abilities Liquid Leap (Sp) As long as an omox is in contact with liquid, it can use dimension door as a swift action (CL 12th); its starting and ending points must be connected by a contiguous mass of liquid.

If a creature with an enslaved soul is slain by that kalavakus, the soul immediately infuses the demon's body, affecting it with a heal spell (CL 12th). Horns (Ex) The kalavakus's numerous horns can easily catch weapons and yank them away from opponents.

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