Yaoguai
A yaoguai is a monstrosity born of unnatural magic that combines several creatures into one body, creating a deformed, mismatched monster that slays and escapes its creator as soon as possible. No two yaoguai look the same, but most have similar abilities. Invariably, the torment of its genesis and the ongoing pain of its existence leave a yaoguai violently insane and prone to attacking at the slightest provocation.
- HP
- 84 (8d10+40); fast healing 5
- AC
- 18, touch 8, flat-footed 18 (+10 natural, –2 size)
- Speed
- 40 ft.
- Init
- +0
- Melee
- bite +12 (2d6+6), claw +12 (1d8+6), tentacle +12(1d8+6 plus grab)
- Space
- 15 ft.
- Reach
- 10 ft.
- BAB
- +8
- CMB
- +16
- CMD
- 26
- Fort
- +11
- Ref
- +6
- Will
- +4; +4 vs. mind-affecting effects
- DR
- 5/-
- SR
- 18
- Defensive Abilities
- fortification (50%)
constrict (1d6+6)
Maker's Gift — Each yaoguai gains one additional ability that is based on its specific form. Typical additional yaoguai abilities include the following.
Flight: The yaoguai gains a fly speed of 30 feet (clumsy).
Grab and Constrict: The yaoguai's tentacle attack gains grab and constrict. The creature's constrict damage is equal to its slam damage plus its Strength bonus.
Poison: One claw or tentacle attack is replaced with a sting attack (same damage as the replaced attack) plus poison. Poison Sting—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based.
Pounce and Rake: The yaoguai gains pounce and rake (2 claws +14, 1d8+7).
Quills: A creature attacking the yaoguai with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+7 points of piercing damage from the yaoguai's quills. Melee weapons with reach do not endanger their users in this way.
Trample: The yaoguai gains a trample attack that deals an amount of damage equal to its claw damage plus 1-1/2 times its Strength modifier.
<p class="stat-block-1"> 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.</p><p class="stat-block-2">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.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</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 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 get a +2 bonus on all Will saving throws.</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>
Climb +11, Perception +7, Swim +11
- Type
- Magical Beast
- Alignment
- N
- Size
- Huge
- Environment
- any land
- Organization
- solitary
- Treasure
- none
- Senses
- darkvision 60 ft., low-light vision; Perception +7
- Source
- Bestiary 4
-
Uses feat: Blind-Fight (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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