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Fiend CR 2

XP 600
*A Medium Humanoid (Devil)
Init +0; Senses See in Darkness; Perception +0
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DEFENSE
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AC 13, touch 10, flat-footed 13 (+3 natural)
hp 14 (3d8+0)
Fort +1, Ref +3, Will +1
Immunities Fire, Poison Resist Acid 10, Cold 10
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OFFENSE
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Speed 30 ft.
Melee 2 claws +2 (1d4+0) , longsword -3 (1d8+0/19-20,x2)
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STATISTICS
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Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 12
Feats Cleave, Power Attack
Skills Bluff +3, Intimidate +3
Languages Common, Telepathy 100ft
SQ Humanoid Traits
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SPECIAL ABILITIES
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Humanoid Traits
A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head.
humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually
have well-developed societies. They are usually Small or Medium (with the exception of giants).
Every humanoid creature also has a specific subtype to match its race, such as human, dark folk, or
goblinoid.
-Humanoids breathe, eat, and sleep.

See in Darkness (Su)


A Fiend can see perfectly in darkness of any kind, even that created by a 'Deeper Darkness' spell.
Gargantar CR 3
XP 800
*A Large Humanoid (Devil)
Init -1; Senses See in Darkness; Perception +0
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DEFENSE
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AC 12, touch 8, flat-footed 12 (-1 size, -1 Dex, +4 natural)
hp 28 (5d8+5)
Fort +2, Ref +3, Will +1
Immunities Fire, Poison Resist Acid 10, Cold 10
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OFFENSE
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Speed 40 ft.
Melee 2 claws +7 (1d6+5)
Space 10 ft.; Reach 10 ft.

1/day-Summon (level 0, 1 Faun, 45%)

Special Attacks Crush (1d8+8, DC 13)


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STATISTICS
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Str 20, Dex 8, Con 12, Int 6, Wis 10, Cha 10
Base Atk +3; CMB +9; CMD 18
Feats Cleave, Power Attack, Skill Focus (Intimidate)
Skills Intimidate +8
Languages Common, Telepathy 100ft
SQ Humanoid Traits
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SPECIAL ABILITIES
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Summon Monster (Sp)
A Gargantar can summon its kin as the Summon Monster spell. Using this ability, a Gargantar has
a 45% chance to summon a Faun. This ability functions as a level 0 spell. A Gargantar can only
use this ability once per day. Roll d%: On a failure, no creature answers the summons. Summoned
creatures automatically return from whence they came after 1 hour. A creature summoned in this
way cannot use any spells or spell-like abilities that require material components costing more than
1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. No
experience points are awarded for defeating summoned monsters.

Crush (Ex)
A Gargantar can fall down upon enemies of three size categories smaller than itself, using its whole
body to crush them. Crush effects all creatures that the monster can fit inside it's square after
moving. Creatures in the affected area suffer 1d8+7 damage, and must succeed on a DC 13 reflex
save or be pinned, automatically taking bludgeoning damage during the next round unless the
Gargantar moves off of them. If the Gargantar chooses to maintain the pin, it must succeed at a
cmobat maneuver check as normal. Pinned foes take damage from the crush each round if they
don't escape. The save DC is constitution-based.

Humanoid Traits
A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head.
humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually
have well-developed societies. They are usually Small or Medium (with the exception of giants).
Every humanoid creature also has a specific subtype to match its race, such as human, dark folk, or
goblinoid.
-Humanoids breathe, eat, and sleep.

See in Darkness (Su)


A Gargantar can see perfectly in darkness of any kind, even that created by a 'Deeper Darkness'
spell.
Bahadmud CR 4
XP 1200
*A Huge Humanoid (Devil)
Init -2; Senses See in Darkness; Perception -3
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DEFENSE
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AC 13, touch 6, flat-footed 13 (-2 size, -2 Dex, +7 natural)
hp 39 (6d8+12)
Fort +4, Ref +3, Will -1
Immunities Fire, Poison Resist Acid 10, Cold 10
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OFFENSE
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Speed 50 ft.
Melee 2 claws +8 (1d8+6) , gore +3 (2d6+6)
Space 15 ft.; Reach 15 ft.
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STATISTICS
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Str 23, Dex 6, Con 14, Int 6, Wis 4, Cha 10
Base Atk +4; CMB +12; CMD 20
Feats Cleave, Power Attack, Skill Focus (Intimidate)
Skills Intimidate +9
Languages Common, Telepathy 100ft
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SPECIAL ABILITIES
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See in Darkness (Su)
A Bahadmud can see perfectly in darkness of any kind, even that created by a 'Deeper Darkness'
spell.

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