Div, Shira
Bestial stalkers, shiras live to hunt and feed. Resembling anthropomorphic lionesses, these divs use their powerful builds, keen senses, and deadly instincts to track the proudest mortals and slay the most formidable foes. They embody the deadly nature of the wilds and the dispassion with which beast and land might turn against mortals, delighting in proving to civilized beings how small and helpless they are in the face of a savage world.
Shiras prefer hunting alone, keeping company with even others of their own kind only long enough to form temporary hunting bands. With a hunger for intelligent prey, they savor the taste of mortal souls, savaging not just victims' bodies but also their vital essences. Despite being the most feral of all divs, shiras sometimes serve as scouts and assassins for div hordes. Such arrangements usually prove to be temporary, however, lasting only until the shiras' savage instincts or lust for the hunt again takes hold.
Shiras never go after an easy kill, and instead target the most obviously powerful of the possible targets. When acting on this compulsion, a shira weighs its chances for survival and the glory of its intended kill, planning its tactics carefully and not necessarily charging savagely forth. Though savage, a shira is also a cunning hunter and might wait weeks for the perfect opportunity to bring down its chosen prey.
Most shiras stand 10 feet tall and weigh approximately 1,200 pounds.
- HP
- 150 (12d10+84)
- AC
- 27, touch 16, flat-footed 20 (+7 Dex, +11 natural, -1 size)
- Speed
- 50 ft.
- Init
- +11
- Melee
- bite +21 (1d8+9/19-20), 2 claws +21 (1d8+9 plus grab)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +12
- CMB
- +22 (+26 grapple)
- CMD
- 39
- Fort
- +11
- Ref
- +15
- Will
- +14
- DR
- 10/cold iron and good
- SR
- 23
Weapons: Martial, Simple
Consume Essence — A shira's deadliest attacks drain away a portion of its victim's essence. Whenever a shira hits with a coup de grace attack using its bite, or confirms a critical hit with its claws or bite, the target must succeed at a DC 23 Fortitude save or take 1d4 points of Constitution drain. The save is Constitution-based.
Dusty Pelt — A shira collects and produces copious amounts of dust and ash within the coarse hairs of its furry hide. As a move action, it can shake itself, creating a cloud of dust that fills its space, providing it concealment. Any attack that deals at least 10 points of bludgeoning, piercing, or slashing damage to the shira (before DR) automatically activates this ability. The dust cloud lasts for 1 round. A light wind disperses this cloud immediately.
rake (2 claws +21, 1d8+9)
Improved Critical (bite), Improved Initiative, Power Attack, Run, Weapon Focus (bite), Weapon Focus (bite)
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</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"> When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Acrobatics +22 (+30 when jumping), Bluff +20, Climb +24, Intimidate +20, Perception +21, Stealth +18, Survival +21
- Type
- Outsider
- Alignment
- NE
- Size
- Large
- Environment
- any (Abaddon)
- Organization
- solitary
- Treasure
- standard
- Senses
- darkvision 60 ft., see in darkness, true seeing; Perception +21
- Languages
- Abyssal, Celestial, Infernal; telepathy 100 ft.
- Source
- Bestiary 3
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (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: Run (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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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: True Seeing (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Teleport, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Magic Circle Against Good (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Waves Of Fatigue (Spell)House/Core — covered by the site's Section 15.
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