Medusa Squad | CR 9 |
---|
XP 6,400
LE Medium monstrous humanoid
Init +6; Senses all-around vision, darkvision 60 ft.;Perception +16
LE Medium monstrous humanoid
Init +6; Senses all-around vision, darkvision 60 ft.;Perception +16
DEFENSE
AC 15, touch 12, flat-footed 13 ( +2 Dex, +3 natural)
hp 152
Fort +6, Ref +8, Will +7
Immune to flanking
hp 152
Fort +6, Ref +8, Will +7
Immune to flanking
OFFENSE
Speed 30 ft.
Space 10 ft.; Reach 5 ft.
Melee dagger +15/+10 (2d4/19–20), snake bite +10 (2d4 plus poison)
Ranged mwk longbow +16/+1 (2d8/×3)
Special Attacks petrifying gaze
Melee dagger +15/+10 (2d4/19–20), snake bite +10 (2d4 plus poison)
Ranged mwk longbow +16/+1 (2d8/×3)
Special Attacks petrifying gaze
STATISTICS
Str 10, Dex 15, Con 18, Int 12, Wis 13, Cha 15
Base Atk +8; CMB +13; CMD 20
Feats Improved Initiative, Point-Blank Shot, Precise Shot,Weapon Finesse
Skills Bluff +10, Disguise +10, Intimidate +13, Perception+16, Stealth +13; Racial Modifiers +4 Perception
Languages Common
SPECIAL ABILITIES
All-Around Vision (Ex)
A medusa's snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.
Petrifying Gaze (Su)
Poison (Ex)
Bite—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.
Maximum Damage (Squad)
The Maximum Damage that any single target attack can do against a medusa squad is 76.
Tumble Through (Squad)
Characters gain a +10 bonus to tumble through the medusa squad.
Defense in Numbers (Squad)
Any effect besides damage that normally effects only one creature does not effect the medusa squad. This includes any combat maneuvers and spells which target a single creature.
Provoking (Squad)
Any time a medusa squad provokes, it provokes twice.
Vulnerable to Cleave (Squad)
A medusa squad counts as two creatures for the purposes of cleave.
No comments:
Post a Comment