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Cervine Protector

Cervine Protector CR 6

Source Heaven Unleashed pg. 44
XP 2,400
LG Large outsider (extraplanar, good, lawful)
Init +2; Senses darkvision 60 ft.; Perception +12

Defense

AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 76 (8d10+32)
Fort +10, Ref +4, Will +9; +2 vs. poison
DR 5/evil; Immune electricity, petrification; Resist cold 10, sonic 10; SR 17

Offense

Speed 40 ft.
Melee gore +14 (1d8+6 plus push), 2 hooves +8 (1d6+3)
Space 10 ft., Reach 10 ft,
Special Attacks push (gore, 10 ft.), trample (1d6+9, DC 20)
Spell-Like Abilities ((CL 8th; concentration +8))
Constant—speak with animals
At will—detect evil
3/day—cure moderate wounds
1/day—neutralize poison, plant growth, remove disease

Statistics

Str 22, Dex 15, Con 18, Int 12, Wis 13, Cha 11
Base Atk +8; CMB +15 (+17 bull rush); CMD 27 (29 vs. bull rush, 31 vs. trip)
Feats Improved Bull Rush, Iron Will, Power Attack, Weapon Focus (gore)
Skills Acrobatics +9 (+13 when jumping), Handle Animal +11, Intimidate +8, Knowledge (nature) +12, Perception +12, Sense Motive +12, Stealth +5 (+13 in forests), Survival +12; Racial Modifiers +8 Stealth in forests
Languages Celestial, Draconic, Druidic, Infernal; speak with animals
SQ fertile regeneration

Ecology

Environment any (Heaven)
Organization single, solitary, or bulwark (3–6)
Treasure standard

Special Abilities

Fertile Regeneration (Su) Once per day, if the cervine protector is in the area of a plant growth spell used to generate overgrowth at the time the spell is cast, it gains fast healing 5 for 10 minutes. The cervine protector maintains the fast healing even if it leaves the affected area. This effect ends immediately if the cervine protector is in the area of a diminish plants spell used to prune growth.

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