Skrimsl

System: Pathfinder | SRD

Skrimsl CR 13
XP 25600
Init +8 ; Senses darkvision 60 ft., low-light vision; Perception +26
Defense
AC 28, touch 12, flat-footed 24 (+4 Dex, +16 natural, –2 size)
hp 178 (17d10+85)
Fort +15, Ref +14, Will +13
Immune cold, electricity
Resist fire 20
Offense
Speed 20 ft., swim 50 ft.
Melee bite +25 (4d6+10/19–20 plus 2d6 electricity and grab), tail slap +20 (2d10+5 plus 2d6 electricity)
Space 15 ft., ; Reach 15 ft.
Special Attacks electricity field, swallow whole (3d6+10 bludgeoning plus 2d6 electricity damage, AC 18, 17 hp)
Spell-Like Abilities (CL 12th; concentration +16)
CMB +29 (+33 sunder) CMD 43 (45 vs. sunder)
Statistics
Str 31,, Dex 18,, Con 21,, Int 4,, Wis 23,, Cha 18
Base Atk +17
Feats Combat Casting , Critical Focus , Greater Sunder , Improved Critical (bite), Improved Initiative , Improved Sunder , Iron Will , Power Attack , Staggering Critical
Skills Perception +26, Swim +18
Languages Aquan (cannot speak)
Special Abilities
Absorb Lightning (Su) A skrimsl is immune to electricity damage. However, if it is subjected to an electricity attack (not including skrimsls’ electricity attacks), it regains 2d6 hit points and gains a bonus use of its lightning bolt spell-like ability. This bonus lightning bolt lasts for 24 hours and functions as if under the effects of Empower Spell-Like Ability when used. A skrimsl can have only one bonus lightning bolt stored up in this manner at any one time.
Electricity Field (Su) As a swift action, a skrimsl can generate a field of electricity that deals 2d6 points of electricity damage to all creatures within a 10-foot radius at the start of the skrimsl’s turn (no save). At the start of the skrimsl’s turn on the 4th round after the field is activated, it discharges this field. All creatures within a 10-foot radius of the skrimsl that fail a DC 23 Fortitude save take 12d6 points of electricity damage and become stunned for 1d3 rounds. Creatures that successfully save take half the electricity damage and negate the stun effect. Once the electricity field discharges in this manner, the skrimsl must wait 10 rounds before activating it again. The save DC is Constitution-based.
Elusive (Su) Skrimsls are rarely discovered except by their own choice. As a full round action while in water, a skrimsl can swim at a speed of up to 200 feet per round without leaving any trace of its passage (identical in effect to pass without trace ). An elusive skrimsl gains a +40 circumstance bonus on its Stealth checks. In addition, when not in combat, a skrimsl is considered to be under the effects of a nondetection spell. These effects function at caster level 20th and cannot be dispelled.

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