Description
- It gains resistance 5 against a single energy type (acid, cold, electricity, or fire).
- It gains an additional natural attack (bite, tentacle, etc.) with damage appropriate to its size.
- Its slam damage type changes to slashing or piercing.
- Its slam damage die increases by one step (from 1d6 to 1d8 for most brethedans).
- It gains a +4 natural armor bonus to AC.
- Its reach increases to 20 feet.
A brethedan can only have one modification in effect at any one time—if it selects a new adaptation, it loses any other in effect. More extreme adaptations are also possible (at the GM's discretion), but generally take days or even months to adopt.
Combat Stats
HP
66 (7d8+35); regeneration 2 (acid)
AC
17, touch 9, flat-footed 17 (+8 natural, –1 size)
Speed
0 ft., fly 30 ft. (good)
- Melee
- 2 slams +9 (1d6+4 plus grab)
- Space
- 10 ft.
- Reach
- 10 ft.
- Defensive Abilities
- amorphous
Ability Scores
Special Attacks
constrict (1d6+4)
engulf (DC 17, 1d6 acid and paralysis)
Special Qualities
Adaptation — A brethedan's body is extremely mutable, and can adapt to respond to virtually any situation. Once per round as a swift action that does not provoke attacks of opportunity, a brethedan can reshape its body and chemistry to adopt any of the following qualities.
combine
Feats
Special Abilities
Universal Monster Rules
Grab
Grab
(slams)
Ex
from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict
(1d6+4)
Ex
from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
The creature's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits.
Engulf
(DC 17, 1d6 acid and paralysis)
Ex
from Universal Monster Rule
The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target's choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature's body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based.
Special Abilities
Adaptation
from text
A brethedan's body is extremely mutable, and can adapt to respond to virtually any situation. Once per round as a swift action that does not provoke attacks of opportunity, a brethedan can reshape its body and chemistry to adopt any of the following qualities.
Feats, Traits & Items
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
You get a +2 bonus on all Will saving throws.
Calculated: +2 Will
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Calculated: +1 Attack Bonus
Skills
Escape Artist +10, Fly +12, Handle Animal +7, Perception +12, Stealth +6