A massive predator with two twisted horns coming from its head and a large, spiked tail coming from behind its body. It seems to be some sort of mutant, having grown strange protruding teeth, extra eyes, and fins on its front legs. – Imban
Horned Cripshay (CR 7)
XP 3,200
NE Large Magical Beast (Mini-Boss)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
Aura Bloody Aura
DEFENSE
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, -1 size)
hp 112 [153] (9d10+63)
Fort +12, Ref +8, Will +4; DR 5/magic
Resist fire 5, lightning 5, wind 5
Immune confusion, poison, sleep
OFFENSE
Speed 50 ft.
Melee gore +15 (1d8+7), tail slap +10 (2d6+3 bludgeoning and piercing)
Special Attacks Devour, Frenzied Charge (gore, 2d8+10), Tail Sweep, Toxic Bomb
Special Abilities Rallying Cry
STATISTICS
Str 24, Dex 14, Con 22, Int 5, Wis 9, Cha 15
Base Atk +9; CMB +17; CMD 29 (32 vs. trip)
Feats Cleave, Great Cleave, Improved Natural Attack (Tail Slap), Iron Will, Toughness
Skills Acrobatics +7, Climb +11, Perception +5, Swim +11
SPECIAL ABILITIES
Bloody Aura (Ex)
After a successful grapple check to begin the Devour ability, a horned cripshay begins radiating a 10-foot aura of bloodlust for 1 minute. All cripshays within this aura, including the horned cripshay, gain a +4 bonus to melee damage rolls, and heal for half of the damage they deal with melee attacks.
Devour (Ex)
Once per day while at or below 50% hit points (56), a horned cripshay can leap on an enemy and begin feasting on their blood as a standard action. Treat this as a grapple attempt with an additional +4 to its CMB. If its grapple is successful, it deals 1d8+7 damage with each successful grapple check and gains a +4 bonus to its CMB and its CMD against grapples and is healed for the amount of damage dealt by any successful grapple check, all until the grapple ends.
Frenzied Charge (Ex)
When a horned cripshay makes a charge attack using its gore, it deals 2d8+10 damage and the target struck must make a Reflex save (DC 21) or be knocked prone.
Tail Sweep (Ex)
When a horned cripshay uses the Cleave or Great Cleave feat with its tail, it treats it as a primary natural weapon which receives 1.5x its Strength modifier to damage. (This usually gives it an attack bonus of +15, dealing 2d6+10 damage.)
Toxic Bomb (Ex)
As a standard action, a horned cripshay may spit a glob of acidic poison towards any enemy within 30 feet as a ranged touch attack (+10 bonus), dealing 5d6 earth damage on a successful hit. Targets struck must make a Fortitude save (DC 20) or suffer the Poisoned status effect for 1d6 rounds.
Rallying Cry (Ex)
Once every 1d6 rounds as a move action, a horned cripshay can rally its lesser brethren. Any other cripshay within 60 feet gains a +2 morale bonus to attack rolls and all saving throws, as well as a +2 dodge bonus to armor class, for 1d6 rounds.
ECOLOGY
Environment urban ruins
Organization solitary or pack (1 horned cripshay plus 2-6 cripshays)
Treasure triple