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ScarhornCreature 14


UniqueLargeAcidAmphibiousChaoticDragonEvil
Source Pathfinder #200: Seven Dooms for Sandpoint
Perception +24 (darkvision, scent (imprecise) 60 feet)
Languages Aklo, Common, Draconic, Goblin, Jotun, Thalassic, Thassilonian, Varisian
Skills Lore +27, Acrobatics +22, Arcana +27, Athletics +27, Deception +26, Intimidation +26, Stealth +24
Str +7, Dex +4, Con +6, Int +5, Wis +4, Cha +4

AC 36; Fort +28; Reflex +22; Will +24; +1 status to all saves vs. magic
HP 275
Speed 50 feet (fly 120 feet, swim 50 feet)
Immunities acid, paralyzed, sleep

Jaws One Action +29 (+24, +19) to hit (acid, magical, reach 10, unarmed) 3d10+13 Piercing + 2d6 Acid
Claw One Action +29 (+25, +21) to hit (agile, magical, unarmed) 3d8+13 Slashing
Tail One Action +27 (+22, +17) to hit (magical, reach 15) 3d10+11 Bludgeoning
Horns One Action +27 (+22, +17) to hit (magical, reach 10) 2d6+11 Piercing

+1 Status to All Saves vs. MagicFrightful Presence (aura, emotion, fear, mental)

90 feet. DC 31 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Tail Lash Reaction

Trigger A creature within reach of the dragon's tail takes an action to Strike or attempt a skill check


Effect The dragon Strikes with its tail at the triggering creature at a -2 penalty. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.

Effect: Tail Lash

Breath Weapon Two Actions (acid, arcane)

Scarhorn breathes a spray of acid that deals 15d6 acid damage in an 80-foot line (DC 34 reflex save). She can't use Breath Weapon again for 1d4 rounds.

Corrupt Water One Action (arcane, concentrate)

Frequency Once per day


Effect The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life.

This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 31 will save to protect liquids in its possession). This doesn't affect liquids in a creature's body.

Draconic Frenzy Two Actions

The dragon makes two claw Strikes and one horns Strike in any order.

Draconic Momentum

The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.


Arcane Prepared Spells (DC 34, +26 to hit)

Cantrips (7th Level): Ghost Sound, Light, Read Aura, Shield, Telekinetic Hand
1st Level: Alarm, Charm, Sure Strike
2nd Level: Dispel Magic, Humanoid Form, Telekinetic Maneuver, Translate
3rd Level: Bind Undead, Locate, Shrink Item
4th Level: Mirage, Suggestion, Translocate
5th Level: Control Water, Mariner's Curse, Truespeech
6th Level: Dominate, Scrying

Arcane Innate Spells (DC 34, +26 to hit)

2nd Level: Darkness (At Will)



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Acid

Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

Dragon

Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.