Ataxian

System: Pathfinder | SRD

Ataxian CR 4
XP 1200
Init +1 ; Senses blindsense 30 ft., darkvision 60 ft.; Perception +8
Defense
AC 16, touch 13, flat-footed 15 (+1 Dex, +3 natural, +2 size)
hp 30 (4d10+8)
Fort +6, Ref +2, Will +5
DR 5/evil or lawful
Immune poison, fear
Resist acid 5, cold 5, fire 5
SR 15
Offense
Speed 10 ft., fly 40 ft. (good)
Melee 2 slams +3 (1d2–3)
Ranged ray +7 (1d6 cold plus staggered)
Space 2-1/2 ft., ; Reach 0 ft.
Special Attacks possession
Spell-Like Abilities (CL 4th; concentration +6)
CMB +3 CMD 14
Statistics
Str 5,, Dex 12,, Con 15,, Int 10,, Wis 13,, Cha 14
Base Atk +4
Feats Agile Maneuvers , Combat Casting
Skills Acrobatics +8, Fly +9, Handle Animal +9, Knowledge (local) +7, Knowledge (religion) +7, Perception +8, Stealth +16
Languages Celestial, Common, Dwarven, Elven, Halfling
SQ staggering drunk
Special Abilities
Possession (Su) An ataxian does not require a receptacle to use its magic jar spell-like ability. When using this ability on the Material Plane, its body becomes ethereal for the duration. When the ataxian leaves its host, the host must succeed at a DC 14 Will save or fall asleep for 1d3 minutes. The save DC is Charisma-based.
Staggered (Ex) Any creature struck by an ataxian’s ray attack must succeed at a DC 14 Fortitude saving throw or be staggered for 1d4 rounds. This is a poison effect. The save DC is Charisma-based.
Staggering Drunk (Ex) For each alcoholic drink an ataxian has consumed in the past hour, it gains a +1 dodge bonus to AC and takes a –1 penalty on all attack rolls, saving throws, skill checks, and ability checks, to a maximum of +4 and –4, respectively. These effects wear off after 1 hour.
Ray (Su) An ataxian can fire a ray of cold up to 30 feet with no range increment.

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