Creatures in "Azi" Category
System: Pathfinder | SRD
Creatures in "Azi" Category
CR Gandareva 16 Sruvara 15 Zahhak 19
Init +1
;
Senses darkvision 60 ft., low-light vision; Listen +17, Spot +30
Defense
AC 34, touch 7, flat-footed 33 (+1 Dex, +27 natural, -4 size)
hp 264 (23d12+115)
Fort +18,
Ref +14,
Will +15
DR 15/magic
Immune paralysis effects, poison, sleep
Resist acid 10, fire 10
SR 24
Offense
Speed 20 ft., fly 80 ft. (poor), swim 80 ft.
Melee bite +27 (4d6+8) and 4 claws +25 (2d8+4) and tail slap +25 (2d8+4)
Space 20 ft.,
;
Reach 15 ft. (bite 20 ft.)
Special Attacks breath weapon, cursed to the depths, swim-by attack
Spell-Like Abilities (CL 14th)
Statistics
Str 26,,
Dex 12,,
Con 21,,
Int 14,,
Wis 15,,
Cha 15
Base Atk +23
Feats Alertness , Awesome Blow , Blind-Fight , Improved Initiative , Improved Bull Rush , Multiattack , Power Attack , Snatch
Skills Appraise +15, Bluff +28, Diplomacy +19, Escape Artist +14, Hide +15, Intimidate +18, Knowledge (arcana) +15, Knowledge (nature) +17, Listen +17, Search +15, Spot +30, Survival +15, Swim +42
Languages Aquan, Common, Draconic
SQ amphibious
Special Abilities
Amphibious (Ex) Although gandarevas are aquatic, they can survive indefinitely on land.
Breath Weapon (Su) A gandareva can spew forth a wave of thick, acidic ooze (60-foot cone, once every 1d4 rounds, damage 14d8 acid, Reflex 26 DC half ). In addition, every square affected by a gandareva’s breath is covered in this vicious slurry for 1 minute. If a creature in the area succeeded at its save, it is entangled within the sticky muck, but not prevented from moving, though moving is more difficult than normal. If a creature failed its save, it is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 26 Strength check or a DC 26 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the muck very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. The muck retains its acidic quality until it dissolves. Thus, any creature that ends its turn in a square affected by the slime takes 3d8 points of acid damage (one-fourth of the breath weapon’s initial damage). This ooze is as equally effective underwater as it is on land. The save and check DCs are Constitution-based.
Cursed to the Depths (Su) Once every minute, a gandareva can hiss a deadly curse that causes any single creature currently swimming to become much heavier and potentially begin sinking. The target must make a DC 23 Will save or instantly take a –10 penalty on all Swim checks as it feels unnaturally heavy for the next 5 minutes. During this time, a victim, even one with a Swim speed, must make a Swim check every round to move. Every Swim check that fails by 4 or less means the target makes no progress swimming, while failure by 5 or more means the target sinks by 10 feet. Remove curse ends this effect immediately. The save DC is Charisma-based.
Swim-By Attack (Ex) Nimble in the water despite its size, a gandareva can attack while swimming and continue its movement. When using the attack action with one of its natural weapons, a gandareva can move both before and after the attack. The distance moved cannot be longer than a gandareva’s swim speed. When a gandareva performs this action, it does not provoke an attack of opportunity from the creature attacked, but may draw attacks of opportunity from other creatures in the combat. A gandareva must move at least 5 feet both before and after the attack.
NE Gargantuan dragon (aquatic)