Other Zephyrs

System: Pathfinder | SRD

Other Zephyrs CR 12
XP 19200
Init +9 ; Senses low-light vision, wind senses; Perception +24
Defense
AC 27, touch 19, flat-footed 17 (+9 Dex, +1 dodge, +8 natural, –1 size)
hp 168 (16d6+112)
Fort +11, Ref +19, Will +15
DR 10/cold iron
Immune electricity
Resist cold 10, sonic 10
Offense
Speed 60 ft., fly 200 ft. (perfect)
Melee bite +16 (1d8+7 plus 2d6 sonic), 2 hooves +16 (1d8+7 plus 2d6 sonic)
Space 10 ft., ; Reach 5 ft.
Special Attacks breath weapon (90-ft. cone, 6d6 sonic plus wind blast, Reflex DC 24 for half, usable every 1d4 rounds), pounce, powerful hooves, thundering blows, trample (1d8+10 plus 2d6 sonic, DC 25)
Spell-Like Abilities (CL 16th; concentration +21)
CMB +16 CMD 36 (40 vs. trip)
Statistics
Str 25,, Dex 28,, Con 23,, Int 14,, Wis 20,, Cha 21
Base Atk +8
Feats Combat Reflexes , Dodge , Flyby Attack , Mobility , Run , Toughness , Weapon Finesse , Wind Stance
Skills Acrobatics +28, Fly +34, Knowledge (geography) +21, Knowledge (nature) +21, Perception +24, Sense Motive +24, Stealth +24, Survival +21
Languages Auran, Common, Sylvan
SQ change shape (Large humanoid; alter self), wind resistance
Special Abilities
Breath Weapon (Su) A zephyr’s breath weapon is a thunderous blast of wind. Creatures in the area of the breath weapon take 6d6 points of electricity damage and are affected as by a windstorm ( Pathfinder RPG Core Rulebook 439). Creatures that successfully save against this effect take half damage and avoid the effects of the wind. The save DC is Charisma-based.
Change Shape (Su) A zephyr can shift between its equine shape and that of a unique Large, winged humanoid as a standard action. When a zephyr is in humanoid form, its land speed becomes 40 feet, and its fly speed remains unchanged. Its hoof and bite attacks are replaced with two slam attacks that deal 1d8+7 points of damage plus 2d6 points of sonic damage, and its reach increases to 10 feet. It can use all of its other abilities in this form. A zephyr doesn’t revert to any particular form when killed (both shapes are considered its true form). A true seeing spell reveals both forms simultaneously.
Powerful Hooves (Ex) A zephyr’s hooves are primary attacks.
Thundering Blows (Su) A zephyr’s natural weapons (including its trample attack), as well as any bludgeoning weapons it wields, deal an additional 2d6 points of electricity damage.
Wind Resistance (Ex) A zephyr is treated as if it were two size categories larger for the purposes of determining the effects high winds have upon it.
Wind Senses (Su) A zephyr’s vision is not obstructed by fog, mist, weather conditions, or wind-blown particles. This includes magical effects as well as natural effects.

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