Star Monarch
System: Pathfinder | SRD
Star Monarch
CR 9
XP 6400
Init +10
;
Senses darkvision 60 ft., low-light vision; Perception +16
Defense
AC 22, touch 15, flat-footed 15 (+6 Dex, +1 dodge, +7 natural, –2 size)
hp 114 (12d10+48)
Fort +12,
Ref +14,
Will +9
DR 5/silver
Immune cold
SR 20
Offense
Speed 30 ft., fly 80 ft. (average); starflight
Melee 2 claws +14 (1d8+4 plus grab), tail +14 (2d6+4 nonlethal)
Space 15 ft.,
;
Reach 5 ft. (15 ft. with tail)
Special Attacks glowsap, rake (4 claws +10, 1d6+3)
Spell-Like Abilities (CL 12th; concentration +16)
Aura dreamwarden (30 ft.)
CMB +18 (+22 grapple)
CMD 35 (43 vs. trip)
Statistics
Str 18,,
Dex 23,,
Con 18,,
Int 11,,
Wis 17,,
Cha 18
Base Atk +12
Feats Alertness , Dodge , Flyby Attack , Hover , Improved Initiative , Iron Will
Skills Fly +14, Perception +16, Sense Motive +12
Languages Common (can’t speak); telepathy touch
SQ navigational awareness, no breath, toxic flesh
Special Abilities
Dreamwarden (Su) Any sleeping creature within 30 feet of a star monarch is protected by protection from evil and sanctuary (Will DC 15 negates). The save DC is Constitution-based.
Glowsap (Ex) As a standard action, a star monarch can spray a target within 30 feet with an adhesive spittle as a ranged touch attack. A creature struck is affected as a tanglefoot bag (Reflex DC 20 partial; see Core Rulebook 160). In addition, this adhesive glows under starlight or moonlight, limning the target as faerie fire if used outdoors at night. The save DC is Constitution-based.
Navigational Awareness (Ex) Star monarchs never become lost and are immune to maze spells or any effect that would cause them to lose their sense of direction.
Starflight (Su) A star monarch can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion).
Toxic Flesh (Ex) A star monarch’s flesh is poisonous. A creature biting it or ingesting any part of its body becomes sickened for 1d4 rounds (Fortitude DC 20 negates) and is affected as if it had consumed a dose of arsenic ( Core Rulebook 558).