Brethedan
- 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.
- 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)
- Init
- +0
- Melee
- 2 slams +9 (1d6+4 plus grab)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +5
- CMB
- +10 (+14 grapple)
- CMD
- 20 (can't be tripped)
- Fort
- +7
- Ref
- +2
- Will
- +9
- Defensive Abilities
- amorphous
constrict (1d6+4)
engulf (DC 17, 1d6 acid and paralysis)
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
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Escape Artist +10, Fly +12, Handle Animal +7, Perception +12, Stealth +6
- Type
- Aberration
- Alignment
- N
- Size
- Large
- Environment
- any sky
- Organization
- solitary, pair, or flotilla (3–8)
- Treasure
- none
- Senses
- blindsense 120 ft., darkvision 60 ft.; Perception +12
- Languages
- Brethedan; telepathy 100 ft.
- Source
- Bestiary 4
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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