Onkushu
System: Pathfinder | SRD
Onkushu
CR 13
XP 25600
Init +4
;
Senses darkvision 60 ft.; Perception +21
Defense
AC 28, touch 13, flat-footed 24 (+4 Dex, +15 natural, -1 size)
hp 172 (15d10+90)
Fort +10,
Ref +15,
Will +14
DR 10/evil
Immune fire
Resist electricity 10
SR 24
Weaknesses vulnerable to cold
Offense
Speed 30 ft., fly 60 ft. (good)
Melee 2 slams +22 (2d6+7 plus burn), 2 wings +16 (1d6+3)
Space 10 ft,
;
Reach 10 ft
Special Attacks burn (2d6 fire, DC 22), wing buffet
Spell-Like Abilities (CL 12th; concentration +17)
CMB +23 (+25 bull rush)
CMD 37 (39 bull rush)
Statistics
Str 24,,
Dex 19,,
Con 21,,
Int 18,,
Wis 16,,
Cha 21
Base Atk +15
Feats Flyby Attack , Improved Bull Rush , Intimidating Prowess , Iron Will , Lightning Reflexes , Power Attack , Toughness , Weapon Focus (slam)
Skills Acrobatics +22, Appraise +22, Bluff +23, Fly +24, Intimidate +30, Knowledge (planes) +22, Knowledge (religion) +22, Perception +21, Sense Motive +21, Stealth +18
Languages Celestial, Common, Draconic, Ignan
Special Abilities
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the onkushu. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability , both with a radius of 20 feet (caster level 15th). The defensive benefits from the circle are not included in the statistics above.
Wing Buffet (Ex) Three times per day as a standard action that provokes attacks of opportunity, an onkushu can buffet its mighty, flaming wings to create a whirlwind of searing hot air that is 10 feet tall and 10 feet wide, and travels in a straight line for 30 feet. Any creatures in the whirlwind’s area take 5d6 points of fire damage and 5d6 points of slashing damage and are knocked prone (Reflex DC 21 halves the damage and negates being knocked prone.) Additionally, if the onkushu creates the whirlwind while standing on the ground, the burning detritus the whirlwind leaves behind causes the area of the whirlwind’s path to become difficult terrain for 15 rounds.