Shasalqu

System: Pathfinder | SRD

Shasalqu CR 3
XP 800
Init +6 ; Senses darkvision 60 ft., low-light vision; Perception +6
Defense
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 30 (4d10+8)
Fort +6, Ref +6, Will +2
Immune fire
Resist cold 10
Offense
Speed 30 ft.
Melee tail slap +8 (1d8+4 plus 1d6 cold)
Aura trapping cold (10 ft., DC 14)
CMB +6 CMD 18 (22 vs. trip)
Statistics
Str 17,, Dex 15,, Con 14,, Int 2,, Wis 13,, Cha 12
Base Atk +4
Feats Improved Initiative , Step Up
Skills Climb +7, Perception +6, Stealth +10
SQ frigid flesh
Special Abilities
Frigid Flesh (Ex) A creature that hits a shasalqu with a natural attack or an unarmed strike takes 1d6 points of cold damage.
Heat Absorption (Ex) Shasalqus are immune to fire damage. Instead, the shasalqu gains 1 temporary hit point for every 3 points of fire damage it would have taken, which disappear after 1 hour.
Trapping Cold (Su) A shasalqu exudes a heat-sapping aura. Any creature that begins its turn within 10 feet of a shasalqu takes 1d6 points of cold damage and becomes entangled. A successful save negates both effects. An affected creature is entangled for as long as remains within the aura’s area plus 1 additional round. Creatures whose cold immunity or resistance prevents all cold damage are not entangled. When a shasalqu dies, this aura persists around its corpse for 1 hour. The save DC is Constitution-based.
, Pathfinder #79: The Half-Dead City pg. 84

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