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EdgeheadA green-skinned predator with two bright yellow horns coming from its head and a small, spiked tail coming from behind its body. It has a strangely hume-like face. – Imban

Edgehead (CR 4)

XP 1,200
NE Medium Magical Beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +5 

DEFENSE

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 42 [65] (5d10+15)
Fort +6, Ref +7, Will +2

OFFENSE

Speed 40 ft.
Melee gore +8 (1d8+4), tail slap +3 (1d6+2 bludgeoning and piercing)
Special Attacks Dual Spike, Electric Burst, Leech (1d6+3)
Special Abilities Mutation

STATISTICS

Str 18, Dex 16, Con 15, Int 5, Wis 13, Cha 7
Base Atk +5; CMB +8; CMD 22 (26 vs. trip)
Feats Ability Focus (Electric Burst), Improved Natural Attack (Gore), Toughness
Skills Acrobatics +7, Climb +8, Perception +5, Stealth +8

SPECIAL ABILITIES

Dual Spike (Ex)

Once every 1d4+1 rounds as a full-round action, an edgehead may make two gore attacks.

Electric Burst (Su)

Once every 1d2 rounds as a standard action, an edgehead may call down a burst of crackling lightning upon an enemy within 60 feet, dealing 4d6 lightning damage. A Reflex save (DC 15) halves this damage.

Leech (Ex)

This functions as the constrict monster ability, except it deals bludgeoning, piercing, and slashing damage, and the edgehead is healed for the amount of damage dealt.

Mutation (Su)

Once per day, an edgehead may begin mutating while taking a total defense action, increasing its strength. It gains a +4 enhancement bonus to Strength for 1 minute.

ECOLOGY

Environment plains
Organization solitary, pair, or pack (3-5)
Treasure standard