Library / Bestiary

Ceratal

CR 9.00 outsider (agathion, extraplanar, good) Neutral Good Large
This humanoid Rhinoceros has powerful muscles and is roughly the size of a hill giant. They have rough, thick, gray hides and a long sharp horn on their head and a slightly smaller one behind it.
Defensive Stance (Ex): A ceratal can enter a defensive stance, a position of readiness and trance-like determination. An average ceratal can maintain this stance for 28 rounds per day. Temporary increases to Constitution, such as those gained from spells like bear’s endurance, do not increase the total number of rounds that the ceratal can maintain a defensive stance per day. The ceratal can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in a defensive stance, the ceratal gains a +3 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, he gains a +3 dodge bonus to Armor Class. He also gains 3 temporary hit points per Hit Die (33 for an average ceratal). These temporary hit points are lost first when a character takes damage, disappear when the defensive stance ends, and are not replenished if the ceratal enters a defensive stance again within 1 minute of his previous defensive stance. While in a defensive stance, a ceratal cannot move more than half of his movement speed or his stance ends. A ceratal can end his defensive stance as a free action, and is fatigued for 1 minute after a defensive stance ends. This fatigue cannot be reduced or mitigated in any way and applies even to normally fatigue-immune characters but can be cured as normal. A ceratal can’t enter a new defensive stance while fatigued or exhausted, but can otherwise enter a defensive stance multiple times per day. If a ceratal falls unconscious, his defensive stance immediately ends. Defensive stance does not stack with rage. If mounted or otherwise not on his feet, this stance ends automatically. Defend Ally (Ex): Once per turn as a free action, the ceratal can target an adjacent ally and transfer up to 5 points of Armor Class to them until his next turn (making their own Armor Class worse by the same number). Ceratals are rhinoceros-like agathions that are towering bastions of power and strength and fierce warriors and protectors of the upper planes on behalf of the Agathions. Some fight with powerful oversized weapons, while others fight with just their horns and fists.They are steadfast protectors of the weak and helpless, and will often shield them from harm by getting into a defensive stance to protect their wards from harm, putting their imposing bulk between themselves and their foes. They will also prioritize healing an injured ward and put themselves at risk to do so. When on the offensive, they attack with their fists and horn, and charge whenever they have enough room to do so.If they need range, they unleash the mudball spell to attack their enemies. Ceratals stand about 10 feet tall and can weigh about 1,200 lbs. They resemble bipedal white rhinos with the wide lips common in that particular genus, and possess a large hump at their shoulders. Though often bald, they sometimes have hair that resembles a human’s, and have tufts of hair on their ears and tail. Ceratals almost never wear clothing.
STR
28
DEX
10
CON
19
INT
12
WIS
14
CHA
15
HP
104 HP (11d10 +44)
AC
22, touch 9, flatfooted 22 (+13 Natural, -1 size)
Speed
40 ft.
Init
+0
Melee
Gore +20 (2d6 +9), 2 Slams +20 (1d8 +9); Space: 10 ft. Reach 5 ft.
BAB
+11
CMB
21 (+23 to Overrun)
CMD
(35 vs. Bull Rush or Trip, 33 vs. Overrun)
Fort
+11
Ref
+3
Will
+9
DR
10/evil or silver
SR
20

Powerful Charge (Gore, 4d6+18), Defensive Stance (28 rounds/day)

Stability, Immune: electricity, petrification; Resist: cold 10, sonic 10; Defend Ally +5, Lay on hands, (5d6, 7/day as an 11th level paladin),

Diplomacy +16, Handle Animal +16, Knowledge (Nature) +15, Perception +16, Sense Motive +16, Stealth +10, Swim +23

spell-like abilities (CL 11):
Constant—detect magic, speak with animals At will— aid, barkskin, dispel magic, light, flare, mending, mudball (DC 13), stabilize, 3/day-— cure moderate wounds, earth tremor (DC 15),
Details
Type
outsider (agathion, extraplanar, good)
Alignment
Neutral Good
Size
Large
Environment
Warm and Temperate Plains and Forests (Nirvana), Organization: solitary, pair, or herd (3–12) Treasure: Standard
Senses
darkvision 60 ft., low-light vision, scent; Perception +16
Languages
Celestial, Draconic, Infernal; speak with animals, truespeech
Source
homebrew
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.