Ceru
System: Pathfinder | SRD
Ceru
CR 2
XP 600
Init +6
;
Senses darkvision 60 ft., low-light vision; Perception +6
Defense
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 22 (3d10+6); fast healing 2
Fort +5,
Ref +5,
Will +2
Immune poison
Resist acid 5, electricity 5
SR 13
Offense
Speed 20 ft.
Melee gore +7 (1d3–1 plus poison)
Space 2-1/2 ft.,
;
Reach 0 ft.
Special Attacks luckbringer
Spell-Like Abilities (CL 6th; concentration +8)
CMB +3
CMD 12 (16 vs. trip)
Statistics
Str 8,,
Dex 15,,
Con 14,,
Int 13,,
Wis 12,,
Cha 15
Base Atk +3
Feats Improved Initiative , Weapon Finesse
Skills Diplomacy +4, Knowledge (arcana) +4, Perception +6, Stealth +15
Languages Common (can’t speak)
Special Abilities
Luckbringer (Su) As a standard action, a ceru can bring luck or misfortune upon any creature it can see within 30 feet. This effect lasts for 1 round, and the ceru decides in advance whether the modified luck is good or bad. If the ceru grants bad luck, anytime the target makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful DC 13 Will save negates this effect. If the ceru grants good luck, the target must choose a single roll (as above) prior to rolling, and may roll the chosen roll twice and take the higher result. A creature can only be affected by this ability once per 24 hours, and the ceru may use the ability once per day for every 4 HD it has (minimum once per day). The save DC is Charisma-based. If the ceru is a familiar, it may use its master’s character level, if higher, in place of its racial Hit Dice for determining the number of uses of this ability, and for calculating the save DC (DC = 10 + 1/2 or the master’s character level + the master’s Cha modifier).
Poison (Ex) Gore—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves.