Gashadokuro
Gashadokuros are enormous skeletons that come into being as a result of mass starvation. The victims of such a tragedy fuse together into an undead colossus that continues to hunger even in death. A gashadokuro uses its feral instincts to hunt living creatures, forever seeking to sate its ineradicable, collective memory of starvation.
A typical gashadokuro is 30 feet tall and weighs up to 5,000 pounds.
- HP
- 180 (19d8+95)
- AC
- 28, touch 8, flat-footed 28 (+20 natural, –2 size)
- Speed
- 30 ft.
- Init
- +4
- Melee
- bite +22 (2d8+10 plus grab), 2 claws +23 (2d6+10/19–20)
- Space
- 15 ft.
- Reach
- 15 ft.
- BAB
- +14
- CMB
- +26 (+28 bull rush, +30 grapple)
- CMD
- 36 (38 vs. bull rush)
- Fort
- +11
- Ref
- +6
- Will
- +14
- DR
- 10/bludgeoning
- Defensive Abilities
- channel resistance +4
Weapons: Simple
Breath Weapon — A gashadokuro can breathe bone shards as a standard action.
Corpse Consumption — A gashadokuro that kills creature by using its swallow whole special ability automatically consumes its victim's body and regains a number of hit points equal to the victim's Constitution score. Consumed creatures cannot be resurrected by any effect short of a miracle or wish spell until the gashadokuro is destroyed.
swallow whole (6d6 bludgeoning damage, AC 20, 18 hp)
Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Intimidating Prowess, Power Attack, Vital Strike, Weapon Focus (claw)
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>
<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"> Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.</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 you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Climb +23, Intimidate +32, Perception +20
- Type
- Undead
- Alignment
- NE
- Size
- Huge
- Environment
- any
- Organization
- solitary
- Treasure
- standard
- Senses
- darkvision 60 ft.; Perception +20
- Languages
- Common (can't speak)
- Source
- Bestiary 4
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Intimidating Prowess (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: Vital Strike (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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