Svathurim

System: Pathfinder | SRD

Svathurim CR 11
CE Monstrous Humanoid (cold) Huge
Init +3 ; Senses darkvision 60 ft.; Perception +19
Defense
AC 26, touch 11, flat-footed 23 (+4 armor, +3 Dex, +10 natural, +1 shield, -2 size)
hp 147 (14d10+70)
Fort +11 Ref +12 Will +11
Immune cold
Weaknesses vulnerable to fire
Offense
Speed 50 ft.
Melee mwk lance +22/+17/+12 (3d6+13/×3), gore +21 (2d6+9), 2 hooves +16 (1d8+4)
Ranged mwk composite longbow +16/+11/+6 (3d6+9/×3)
Space 15 ft. ; Reach 10 ft. (20 ft. with lance)
Special Attacks natural jouster, thunderous trample, trample (1d8+13, DC 26)
CMB +25 (+27 bull rush, +29 overrun) CMD 38 (40 vs. bull rush, 40 vs. overrun, 50 vs. trip)
Statistics
Str 29, Dex 17, Con 20, Int 10, Wis 14, Cha 11
Base Atk +14
Feats Charge Through, Great Fortitude, Greater Overrun, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Power Attack
Skills Acrobatics +12 (+20 when jumping), Climb +12, Intimidate +25, Perception +19, Survival +14, Swim +20
Languages Common, Giant
SQ skyrunner, undersized weapons
Special Abilities
Natural Jouster (Ex) A svathurim can wield a lance one-handed as if it were mounted, and it deals double damage with a lance while charging.
Skyrunner (Su) When charging, running, or taking a double move, a svathurim can stride across open air as if it were using air walk . This movement is very taxing; a svathurim must succeed at a DC 14 Constitution check at the end of each round it uses this ability or become fatigued for 1 minute. This DC increases by 2 for each round after the first. Returning to the ground resets the DC to 14, but doesn't negate any ongoing fatigue or exhaustion. A svathurim cannot trample when using this ability.
Thunderous Trample (Su) Any creature damaged by a svathurim's trample attack must succeed at a DC 22 Fortitude save or be deafened for 1 minute. The save DC is Constitution-based.

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