Gargantuan Fiendish Behir, Barbarian 2 (Advanced Hit Dice)
CR 16
Total XP | Individual XP | ||
---|---|---|---|
1-3 | 4-5 | 6+ | |
76800 | 25600 | 19200 | 12800 |
NE Gargantuan Magical Beast
Init +1 (+1 dex); Senses Perception +7
DEFENSE
AC 22 FF 21 Touch 7 (-4 size, +1 Dex , +15 natural)
hp: 252 (18d10+126, 2d12+14)
Fort +21 Ref +12 Will +8
OFFENSE
Speed 40ft, Climb 15ft
Space 20 ft.; Reach 15 ft.
Special Attacks Constrict +17 (2d8+12), Swallow Whole (+8 acid) +17 (2d8+12)
STATISTICS
Str 34(+12), Dex 13(+1), Con 25(+7), Int 7(-2), Wis 14(+2), Cha 12(+1)
Base Atk +20; CMB +34; CMD 45
Feats: Power Attack, Track, Total Feats 11
Skills: Acrobatics +6 [Rank: +2, DEX: +1, Class Skill: +3], Climb +17 [Rank: +2, STR: +12, Class Skill: +3], Craft(Trapmaking) +3 [Rank: +2, INT: -2, Class Skill: +3], Craft(All Others) +1 [Rank: +0, INT: -2, Class Skill: +3], Handle Animal +6 [Rank: +2, CHA: +1, Class Skill: +3], Intimidate +6 [Rank: +2, CHA: +1, Class Skill: +3], Perception +7 [Rank: +2, WIS: +2, Class Skill: +3], Ride +6 [Rank: +2, DEX: +1, Class Skill: +3], Survival +7 [Rank: +2, WIS: +2, Class Skill: +3], Swim +17 [Rank: +2, STR: +12, Class Skill: +3], Skill Points 22 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: Warm Hills
Organization: Solitary or Pair
Treasure: Standard
SPECIAL ABILITIES
Breath Weapon(Su): Reflex save DC 26(+9 HD, +0 Racial, +7 Con, +0 Feat) halves damage
20ft line of Electricity 7d6 (every 10 rounds)
Improved Grab(Ex): After hitting with a melee bite attack, it can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict in the same round as a free action.
Constrict(Ex): As a grapple attack the creature can squeeze its opponent viciously.
Damage Reduction(Su): 10/magic
Cold Resistance(Ex): 10
Fire Resistance(Ex): 10
Darkvision(Ex): Darkvision up to 60ft.
Spell Resistance(Ex): 23
Smite good(Su): 1/day a fiendish creature can smite a good foe and add additional 18(1/HD) damage to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Fast movement(Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.
Rage(Ex): A barbarian can fly into a rage a certain number of times per day.
In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.
Rage power(Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once. Animal Fury, Clear Mind, Fearless Rage, Guarded Stance, Increased Damage Reduction, Internal Fortitude, Intimidating Glare, Knockback, Low-Light Vision, Mighty Swing, Moment of Clarity, Night Vision, No Escape, Powerful Blow, Quick Reflexes, Raging Leaper, Raging Swimmer, Vigor, Rolling Dodge, Roused Anger, Scent, Strength Surge, Superstition, Surprise Accuracy, Swift Foot, Terrifying Howl, Unexpected Strike
Uncanny Dodge(Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
20ft line of Electricity 7d6 (every 10 rounds)
Improved Grab(Ex): After hitting with a melee bite attack, it can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict in the same round as a free action.
Constrict(Ex): As a grapple attack the creature can squeeze its opponent viciously.
Damage Reduction(Su): 10/magic
Cold Resistance(Ex): 10
Fire Resistance(Ex): 10
Darkvision(Ex): Darkvision up to 60ft.
Spell Resistance(Ex): 23
Smite good(Su): 1/day a fiendish creature can smite a good foe and add additional 18(1/HD) damage to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Fast movement(Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.
Rage(Ex): A barbarian can fly into a rage a certain number of times per day.
Level | Uses/day |
---|---|
1 | 1 |
4 | 2 |
8 | 3 |
12 | 4 |
16 | 5 |
20 | 6 |
Rage power(Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once. Animal Fury, Clear Mind, Fearless Rage, Guarded Stance, Increased Damage Reduction, Internal Fortitude, Intimidating Glare, Knockback, Low-Light Vision, Mighty Swing, Moment of Clarity, Night Vision, No Escape, Powerful Blow, Quick Reflexes, Raging Leaper, Raging Swimmer, Vigor, Rolling Dodge, Roused Anger, Scent, Strength Surge, Superstition, Surprise Accuracy, Swift Foot, Terrifying Howl, Unexpected Strike
Uncanny Dodge(Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
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