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Humbaba

CR 19.00 Monstrous Humanoid CN Colossal HD 22
This towering, horned, lion-faced giant has long, braided hair and is outfitted in various pieces of plate armor.

Humbabas are monstrous humanoids of tremendous size and power that prowl the forgotten places of the world. Although a humbaba has the body of a powerful, muscular human, its face is a twisted mockery that seems more leonine than human. They often braid portions of their manes or otherwise decorate them with skulls and weapons, and prefer to wear half-plate armor and fight with longswords.

The first humbabas were once the favored minions of the demon lord Pazuzu. In those days, humbabas had magnificent birdlike wings. But when the mightiest of the humbabas dared to attack Pazuzu in an ill-conceived attempt to claim the demon lord's throne, Pazuzu punished the entire humbaba race by stripping them of their wings and casting them into the Material Plane. There they now dwell, forever denied the skies and cursed to live lonely lives, incapable of forming even the barest of friendships or alliances with others of their kind.

HP
341 (22d10+220); fast healing 10
AC
34, touch 2, flat-footed 34 (+8 armor, +24 natural, -8 size)
Init
+7
Speed
60 ft. (40 ft. in armor)
Fort
+17
Ref
+16
Will
+22
BAB
+22
CMB
+45
CMD
58
Melee
longsword +29/+24/+19/+14 (6d6+22/17-20) or2 slams +29 (2d8+15)
Ranged
rock +18 (2d8+22)
Space
30 ft.
Reach
30 ft.
SR
30
Aura
prismatic aura (30 ft., DC 26)
str
41
+15
dex
16
+3
con
30
+10
int
11
+0
wis
24
+7
cha
21
+5

Weapons: Simple

breath weapon (60-ft. cone, 20d6 fire, DC 31, usable every 1d4 rounds)

rock throwing (180 ft.)

Universal Monster Rules

Breath Weapon (60-ft. cone, 20d6 fire, DC 31, usable every 1d4 rounds) Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.
Rock Throwing (180 ft.) Ex from Universal Monster Rule
This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. The creature can hurl rocks up to two categories smaller than its size; for example, a Large hill giant can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. The size of the range increment varies with the creature. Damage from a thrown rock is generally twice the creature's base slam damage plus 1-1/2 times its Strength bonus.

Feats, Traits & Items

Awesome Blow from Feat

As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.

Cleave from Feat

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.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls
Improved Bull Rush from Feat

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.

Calculated: +2 Maneuver Check Bonus
Improved Critical (longsword) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative

Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

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.

Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

Vital Strike from Feat

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 flaming), 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.

Climb +34, Intimidate +45, Perception +32, Survival +32

spell-like abilities:
Constant—True Seeing (DC 21), 3/day—Shout, Greater (DC 23), 1/day—Destruction (DC 22), 1/day—Earthquake (DC 23), 1/day—Power Word Stun
Details
Type
Monstrous Humanoid
Alignment
CN
Size
Colossal
Environment
any forests
Organization
solitary
Treasure
standard (masterwork half-plate, longsword, other treasure)
Senses
darkvision 120 ft., true seeing; Perception +32
Aura
prismatic aura (30 ft., DC 26)
Languages
Abyssal, Common, Giant
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
15 House/Core 1 Recognized publisher
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