Crepitus

System: Pathfinder | SRD

Crepitus CR 5
Init +7 ; Senses darkvision 60 ft.; Listen +8, Spot +8
Defense
AC 24, touch 18, flat-footed 17 (+7 Dex, +6 natural, +1 size)
hp 28 (5d8+5); fast healing 3
Fort +5, Ref +11, Will +2
DR 5/good or silver
Immune poison
Resist fire 5
SR 15
Offense
Speed 20 ft., fly 50 ft. (perfect)
Melee 2 claws (1d4-1 plus 1d6 fire plus poison)
Space 5 ft., ; Reach 5 ft.
Special Attacks rune fire (DC 13)
Spell-Like Abilities (CL 9th)
Statistics
Str 8,, Dex 25,, Con 12,, Int 17,, Wis 6,, Cha 12
Base Atk +5
Feats Skill Focus (Knowledge [arcana]) , Skill Focus (Knowledge [the planes])
Skills Bluff +8, Decipher Script +8, Diplomacy +8, Hide +8, Knowledge (arcana) +11, Knowledge (the planes) +11, Listen +8, Move Silently +8, Search +8, Spellcraft +8, Spot +8
Languages Abyssal, Common, Draconic, Infernal
SQ spell turning
Special Abilities
Poison (Ex) injury Fortitude DC 13; initial 1d4 Int, secondary 2d4 Int.
Rune Fire (Su) At will, a crepitus can cause the runes covering its body to radiate intense heat. Creatures within 5 feet of the crepitus take 1d6 points of fire damage (DC 13 Reflex save for half). Creatures struck by the crepitus’s claws or that hit the crepitus with melee weapons take automatic fire damage, with no save allowed. Creatures that attack and are not adjacent are immune to this effect.
Spell Turning (Su) Spells that specifically target a crepitus devil that fail to get past its spell resistance are turned back on the caster. This effect is identical to a spell turning spell, except that a crepitus can only affect a number of spell levels each round equal to its Hit Dice. This ability functions as if the crepitus were a 9th-level caster.
LE Small outsider (evil, extraplanar, lawful)

Add to encounter | Back to Monsters