Cassomir Stray
System: Pathfinder | SRD
Cassomir Stray
CR 4
XP 1200
Init +1
;
Senses darkvision 60 ft.; Perception +10
Defense
AC 17, touch 12, flat-footed 16 (+1 Dex, +5 natural, +1 size)
hp 42 (5d8+20)
Fort +7,
Ref +2,
Will +6
Resist acid 5
Weaknesses light blindness
Offense
Speed 30 ft., climb 20 ft.
Melee bite +7 (1d4+2), 2 claws +6 (1d3+2)
Special Attacks poison spray
CMB +4
CMD 15 (19 vs. trip)
Statistics
Str 15,,
Dex 12,,
Con 19,,
Int 2,,
Wis 14,,
Cha 3
Base Atk +3
Feats Great Fortitude , Skill Focus (Perception) , Weapon Focus (bite)
Skills Climb +10, Perception +10, Stealth +9 (+13 in urban environments), Swim +7
Special Abilities
Poison Spray (Ex) Once per day, an injured Cassomir stray can spray its fetid blood and bodily fluids from a wound in a 15-foot cone, dousing enemies in hallucinogenic chemicals. Creatures affected by the poison are confused until they succeed at a Fortitude save to resist the poison’s effects. Derros are immune to the Cassomir stray’s poison. Cassomir stray poison : Spray—contact; save Fort DC 16; frequency 1/round for 3 rounds; effect 1d2 Wis damage; cure 1 save. The save DC is Constitution-based.