Girtablilu
Girtablilus fiercely guard ancient places and treasures lost to history. Far from civilized eyes, they thrive and piously protect their charges with the aid of monstrously large scorpions that girtablilus keep as pets.
All girtablilus share a zeal for religion, although the objects of veneration vary from tribe to tribe. Some girtablilu tribes still serve long-forgotten deities, preserving the divinities' names and holy rituals. Others embrace religions derived from prehistoric worship, devoted to the idea of gods that once were or might never have been.
Girtablilu leaders are clerics or oracles, and are responsible for the tribe's religious observances and laws. Tradition and service to the group are important. Those who violate tribal beliefs are killed or exiled into the harsh wasteland. Girtablilus believe that no sacrifice in life (including death in the service of the gods) goes unrewarded in the hereafter; this belief makes them fierce and fearless fighters.
A girtablilu is 13 feet long and weighs 800 pounds.
- HP
- 105 (10d10+50)
- AC
- 22, touch 12, flat-footed 19 (+2 armor, +2 Dex, +1 dodge, +8 natural, -1 size)
- Speed
- 50 ft.
- Init
- +6
- Melee
- mwk spear +15/+10 (1d8+7/×3), 2 claws +9 (1d6+2 plus grab), sting +9 (1d6+2 plus poison)
- Ranged
- mwk spear +12 (1d8+5/×3)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +10
- CMB
- +16 (+20 grapple)
- CMD
- 29 (41 vs. trip)
- Fort
- +8
- Ref
- +11
- Will
- +9
- Racial Modifiers
- +4 Climb, +4 Perception, +4 Stealth
Weapons: Simple
constrict (1d6+5)
Scorpion Empathy — This ability functions as a druid's wild empathy ability, save that it works only on scorpions. A girtablilu uses its Hit Dice (normally 10) as its effective druid level. Scorpions are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing girtablilus to train scorpions and use them as guardians (though it does not grant them skills or feats).
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</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>
Climb +17, Craft (any one) +8, Knowledge (history) +5, Perception +14, Sense Motive +7, Stealth +10, Survival +15
- Type
- Monstrous Humanoid
- Alignment
- N
- Size
- Large
- Environment
- warm deserts
- Organization
- solitary, pair, patrol (3-5 plus 2-4 giant scorpions), or cult (6-14 plus 3-6 temple guardians of 3rd level, 1 cleric or oracle leader of 6th level, and 4-9 giant scorpions)
- Treasure
- standard (leather armor, masterwork spear)
- Senses
- darkvision 60 ft., tremorsense 30 ft.; Perception +14
- Languages
- Common, Girtablilu
- Source
- Bestiary 3
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Uses feat: Dodge (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: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mobility (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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Knows spell: Summon Nature's Ally V (Spell)House/Core — covered by the site's Section 15.
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