Creating a Hollow One
System: Pathfinder | SRD
Creating a Hollow One
CR 10
XP 9600
Init +9
;
Senses darkvision 60 ft., low-light vision; Perception +15
Defense
AC 26, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +10 natural)
hp 117 (15d10+35)
Fort +5,
Ref +10,
Will +5
DR 10/magic
Immune construct traits
Offense
Speed 30 ft.
Melee 2 slams +22 (1d8+7/19–20)
Special Attacks dread, rage, sneak attack +3d6
CMB +22
CMD 38
Statistics
Str 25,,
Dex 21,,
Con —,,
Int 16,,
Wis 11,,
Cha 14
Base Atk +15
Feats Combat Expertise , Combat Reflexes , Deceitful , Dodge , Improved Critical (slam) , Improved Feint , Improved Initiative , Toughness
Skills Craft (alchemy) DC 24 and Heal DC 24
Languages Aklo, Common, Kelish
Special Abilities
Dread (Su) As a standard action, a hollow one can cause all creatures within 30 feet to become shaken for 1 minute. On a successful DC 19 Will save, affected creatures are instead shaken for 1 round. This effect doesn’t cause a shaken creature to become frightened or a frightened creature to become panicked. This is a mind-affecting fear effect and the save DC is Charisma-based.
Rage (Su) As a free action after taking damage in combat, a hollow one can fly into a rage. While raging, the hollow one gains a +2 bonus to Strength and 30 temporary hit points, but takes a –2 penalty to AC. The rage lasts until the end of the battle or for 1 minute, whichever is shorter. A hollow one can voluntarily end this rage at any point.