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Painted StagCreature 9


HugeElementalPlantWood
Source Pathfinder Rage of Elements
Perception +21
Languages none
Skills Athletics +18, Intimidation +23, Nature +18
Str +7, Dex +3, Con +5, Int +2, Wis +1, Cha +4

AC 27; Fort +18; Reflex +12; Will +21;
HP 175 (regeneration 10 (deactivated by fire)
Speed 45 feet (climb 60 feet)
Immunities bleed, paralyzed, poison, sleep
Weaknesses Axe Vulnerability 10, Fire 10

Antler One Action +20 (+15, +10) to hit 2d12+7 Piercing
Hooves One Action +20 (+15, +10) to hit 2d10+7 Bludgeoning

Regeneration 10 (Deactivated by Fire)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Mauler

A painted stag gains a +5 circumstance bonus to damage rolls against creatures it has grabbed.

Painted Dance Two Actions (auditory, mental, plant, primal, visual)

The stag shakes the wooden plating along its body in a cacophonous clatter that sets its painted patterns dancing. All creatures within 60 feet of the painted stag who can see or hear it must attempt a DC 28 will save; a creature Grabbed by the stag takes a –4 circumstance penalty to its save. Regardless of the result of its save, each creature is temporarily immune for 1 hour.


Critical Success The creature is unaffected.

Success The creature is Fascinated by the painted stag for 1 round.

Failure The creature is Stunned 2 and fascinated by the painted stag for as long as it's stunned.

Critical Failure As failure, except Stunned 4.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.

Wood

Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.