💎Carnagetaurus

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5 years, 1 month ago
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Nyght-Driscol
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Carnagetaurus

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CR12
XP19200
AlignmentNeutral
SizeGargantuan
TypeMagical Beast: FIre


Carnagetaurus


CR 12
XP 19200
N Gargantuan Magical Beast (Fire)
Init -2; Senses Low-Light Vision, Scent, Keen Scent; Perception +21
Auras Aura of Menace
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DEFENSE
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AC 24, touch 5, flat-footed 23 (-4 size, -2 Dex, +1 dodge, +19 natural)
hp 128 (15d10+45)
Fort +14, Ref +7, Will +7
Immunities Fire Resist Cold 10
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OFFENSE
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Speed 60 ft.
Melee +3 bite +24 (3d6+12 plus stun (DC 26, 1 round))
Space 20 ft.; Reach 20 ft.
Spell-Like Abilities (CL 15; concentration +15)
The save DC against a Carnagetaurus's spells is 10+ spell level.  A Carnagetaurus's spells use Charisma as the primary casting attribute.
At Will: Spark
3/day: Flame Breath
1/day: Fireball
Special Attacks Stunning Attack (DC 26), Fast Swallow, Swallow Whole (3d6+14, AC 19, 12 hp)
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STATISTICS
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Str 28, Dex 6, Con 16, Int 10, Wis 10, Cha 10
Base Atk +15; CMB +28; CMD 36
Feats Dodge, Endurance, Great Fortitude, Iron Will, Mobility, Run, Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +21
Languages Common
SQ Magical Beast Traits, Hide in Plain Sight, Track +7, Pass Without Trace
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SPECIAL ABILITIES
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+3 bite
A Carnagetaurus's bite functions as a +3 weapon, the bonuses are included in its stats above.

Stunning Attack (Ex)
A Carnagetaurus swings with such force that its first attack each round will stun its target for 1 round unless they make a DC 26 Fortitude save.  The save DC is strength-based.

Fast Swallow (Ex)
A Carnagetaurus can use its 'Swallow Whole' ability at any time it has an opponent grappled as a free action, instead of just at the beginning of its turn.

Swallow Whole (Ex)
If a Carnagetaurus begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take 3d6+14 bludgeoning damage each round.  A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is 12).  A Carnagetaurus's Stomach has 19 AC.  If a swallowed creature cuts its way out, the Carnagetaurus cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker?s mouth, where it may be bitten or swallowed again.

Magical Beast Traits
Magical Beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the creature knows at least one language, but can?t necessarily speak). Magical Beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits.
-Darkvision 60 feet.
-Low-light vision.
-Magical beasts breathe, eat, and sleep.

Aura of Menace (Su)
A righteous aura surrounds a Carnagetaurus.  Any hostile creature within a 20-foot radius must succeed on a DC 19 will save to resist its effects. Those who fail take a -2  penalty on attacks, AC, and saves for 24 hours or until they successfully hit the Carnagetaurus that generated the aura.  A creature that has resisted or broken the effect cannot be affected again by the same Carnagetaurus's aura for 24 hours. The save DC is charisma-based and includes a +2 racial bonus.

Scent (Ex)
A Carnagetaurus can detect approaching enemies, sniff out hidden foes, and track by sense of smell.  They can detect opponents by sense of smell within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Hide in Plain Sight (Ex)
A Carnagetaurus can use the Stealth skill to hide even while being observed.

Track (Ex)
A Carnagetaurus adds 7 to Survival Skill checks made to follow tracks.

Pass Without Trace (Su)
A Carnagetaurus is constantly effected by a 'Pass Without Trace' spell, with a caster level of 30.

Keen Scent (Ex)
A Carnagetaurus can detect approaching enemies, sniff out hidden foes, and track by sense of smell.  They can detect opponents by sense of smell within 180 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

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ECOLOGY
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Environment: Cold Mountains, Temperate Mountains, Tundra
Solitary, Pair, or Squad (3-5)
Treasure: Standard







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