Taniniver
Taninivers are a degenerate race of diseased dragons. A taniniver's body is alive but constantly rotting. Wracked by never-ending pain, with the stench of its own decaying flesh so strong it nearly overwhelms the vile creature's enhanced senses, the foul taniniver spends most of its time in magical research to reverse the progression of its diseases or, failing that, to stave off further deterioration. Taninivers often ally with cults of undeath or dragonkind.
- HP
- 270 (20d12+140)
- AC
- 33, touch 8, flat-footed 33 (+25 natural, –2 size)
- Speed
- 30 ft., fly 200 ft. (clumsy)
- Init
- +4
- Melee
- bite +30 (4d6+11 plus disease), 2 claws +30 (2d8+11 plus disease), tail slap +24 (2d8+5 plus disease)
- Space
- 15 ft.
- Reach
- 10 ft. (15 ft. with bite)
- BAB
- +20
- CMB
- +33
- CMD
- 43 (can't be tripped)
- Fort
- +21
- Ref
- +12
- Will
- +15
- DR
- 15/good and magic
- SR
- 29
- Defensive Abilities
- negative energy affinity
Breath Weapon — A taniniver's breath weapon is a hideous gray cloud of disease particles. Any creature in the area must succeed at a DC 27 Fortitude save or contract mummy rot (Pathfinder RPG Bestiary 210). The disease is contracted immediately (the onset period does not apply) and is an instantaneous effect. Ongoing saving throws against the disease use the dragon's breath weapon DC. The save DC is Constitution-based.
Cleave, Combat Reflexes, Critical Focus, Great Fortitude, Improved Initiative, Power Attack, Sickening Critical, Vital Strike, Weapon Focus (claw), 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"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</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"> Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect's duration.</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>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Bluff +28, Fly –12, Heal +26, Intimidate +28, Knowledge (arcana) +27, Knowledge (religion) +27, Perception +26, Sense Motive +26, Spellcraft +27, Stealth +15, Use Magic Device +28
- Type
- Dragon
- Alignment
- NE
- Size
- Huge
- Environment
- any land or underground
- Organization
- solitary
- Treasure
- standard
- Senses
- darkvision 120 ft., deathwatch; Perception +26
- Languages
- Common, Draconic, Undercommon
- 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: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Fortitude (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: Sickening Critical (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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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Deathwatch (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Animate Dead (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Inflict Serious Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Eyebite (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Horrid Wilting (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Symbol Of Pain (Spell)House/Core — covered by the site's Section 15.
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