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Yaoguai

CR 7.00 Magical Beast N Huge HD 8
This creature is a mix of different animals fused together, with a bear's torso and head, clawed ape legs, and a furred tentacle arm.

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)
Init
+0
Speed
40 ft.
Fort
+11
Ref
+6
Will
+4; +4 vs. mind-affecting effects
BAB
+8
CMB
+16
CMD
26
Melee
bite +12 (2d6+6), claw +12 (1d8+6), tentacle +12(1d8+6 plus grab)
Space
15 ft.
Reach
10 ft.
DR
5/-
SR
18
Defensive Abilities
fortification (50%)
str
23
+6
dex
10
+0
con
21
+5
int
2
-4
wis
11
+0
cha
8
-1

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.

Universal Monster Rules

Grab
Grab (tentacle) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (1d6+6) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.

Special Abilities

Fortification (50%) from text
Maker's Gift from text
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.

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.

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.

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.

Climb +11, Perception +7, Swim +11

Details
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
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
4 House/Core
  • Uses feat: Blind-Fight (Feat) — core content under OGL 1.0a
  • Uses feat: Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
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