Library / Bestiary

Xanthos

CR 14.00 Magical Beast N Huge HD 17
This elephant-sized equine creature has bright red skin, fangs, six eyes, and armored plates on its head, neck, and back.

A xanthos is a strange creature, part equine, part reptile. Bred as mounts by a long-dead race of alien plane-jumping explorers, xanthoi have a remarkable intelligence and the ability to teleport themselves and their riders over long distances. The race that created xanthoi has since died off or left for remote destinations, and the remaining xanthoi have lost many of their former powers, but they still have a driving need to explore worlds and planes. Xanthoi are omnivores but can survive on vegetable matter.

A xanthos memorizes geography, flora, and fauna in case its lost masters ever return. In its travels, it may seek out powerful adventurers to form a mutual alliance of curiosity and friendship, and continue its explorations in their company. Each xanthos has a specific interest, and its desire to examine and catalog might be inconvenient or irrelevant to an adventurer's desires.

Xanthoi avoid using their abilities to interfere or help with wars, planar invasions, and natural disasters, as they believe doing so violates an ancient code limiting their actions to observation and memorization rather than influencing events. They are more likely to flee than to fight unless fleeing would leave their friends stranded or in danger.

A xanthos is 13 feet tall at the shoulder and weighs 15,000 pounds. Its sloping, armored back is not particularly comfortable for humanoids to sit on, but is well suited for bearing a howdah that can hold up to four Medium or Small creatures. It may accept a howdah, but doesn't tolerate being treated as a beast of burden.

HP
195 (17d10+102)
AC
31, touch 11, flat-footed 28 (+2 Dex, +1 dodge, +20 natural, –2 size)
Init
+6
Speed
60 ft.
Fort
+15
Ref
+12
Will
+10
BAB
+17
CMB
+27
CMD
40 (44 vs. trip)
Melee
bite +23 (2d6+8), 2 hooves +21 (1d8+4), tail slap +21 (2d6+4)
Space
15 ft.
Reach
10 ft.
SR
25
str
26
+8
dex
15
+2
con
21
+5
int
12
+1
wis
16
+3
cha
13
+1

Exploit Stellar Conjunction — A xanthos can sense the alignment of stellar objects (planets, comets, asteroids, and so on) and when they form conjunctions that allow it to use its magic for interplanetary travel. During these conjunctions, the xanthos can use its teleport spell-like ability as interplanetary teleport to reach any other world in its current solar system, or as plane shift to reach any known plane. A conjunction remains viable for only 10d10 hours, after which it could be days, weeks, or even months before another conjunction occurs that would once again allow travel between those two locations.

hold breath

Universal Monster Rules

Hold Breath Ex from Universal Monster Rule
The creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Special Abilities

Exploit Stellar Conjunction from text
A xanthos can sense the alignment of stellar objects (planets, comets, asteroids, and so on) and when they form conjunctions that allow it to use its magic for interplanetary travel. During these conjunctions, the xanthos can use its teleport spell-like ability as interplanetary teleport to reach any other world in its current solar system, or as plane shift to reach any known plane. A conjunction remains viable for only 10d10 hours, after which it could be days, weeks, or even months before another conjunction occurs that would once again allow travel between those two locations.

Feats, Traits & Items

Blind-Fight from Feat

In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Combat Casting from Feat

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Dodge from Feat

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.

Calculated: +1 Ac
Endurance from Feat

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Situational: to resist nonlethal damage from exhaustion: +4 untyped Swim

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

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

Calculated: +2 Will
Mobility from Feat

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.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Multiattack from Feat

The creature's secondary attacks with natural weapons take only a –2 penalty.

Toughness from Feat

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Calculated: +3 Hp Bonus
Wind Stance from Feat

If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.

Climb +19, Intimidate +10, Knowledge (any one) +10, Perception +23, Swim +19

spell-like abilities:
5/day—Know Direction, 5/day—Locate Creature, 5/day—Purify Food And Drink (DC 11), 5/day—Teleport
Details
Type
Magical Beast
Alignment
N
Size
Huge
Environment
any land
Organization
solitary or gang (2–5)
Treasure
none
Senses
darkvision 120 ft., low-light vision; Perception +23
Languages
Aklo; telepathy 5 ft.
Source
Bestiary 4
Source

Bestiary 4

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
13 House/Core 1 Recognized publisher
  • Uses feat: Blind-Fight (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Casting (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Endurance (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Multiattack (Feat) — cites Paizo Inc.
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
  • Uses feat: Wind Stance (Feat) — core content under OGL 1.0a
  • Knows spell: Know Direction (Spell) — core content under OGL 1.0a
  • Knows spell: Locate Creature (Spell) — core content under OGL 1.0a
  • Knows spell: Purify Food And Drink (Spell) — core content under OGL 1.0a
  • Knows spell: Teleport (Spell) — core content under OGL 1.0a
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