Latest News

Happy Halloween Update!

Home > Bestiary > Magical Beasts > Griffon Family >

DozmareA menacing dark-colored creature with the body of a lion and the head and wings of an eagle, adapted for lurking in the shadows of caves. – Imban

Dozmare (CR 9)

XP 6,400
N Large Magical Beast
Init: +7; Senses darkvision 60 ft., low-light vision, scent; Perception +15

DEFENSE

AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, -1 size)
hp 133 [196] (14d10+56)
Fort +13, Ref +12, Will +7

OFFENSE

Speed 30 ft., fly 80 ft. (Average)
Melee bite +19 (2d6+5), 2 talons +19 (1d6+5)
Space 10 ft.; Reach 5 ft.
Special Attacks Alpine Draft, Golden Talons, pounce, rake (2 claws +18, 1d4+5)

STATISTICS

Str 20, Dex 17, Con 18, Int 6, Wis 13, Cha 10
Base Atk +14; CMB +20; CMD 32 (36 vs. trip)
Feats Improved Initiative, Improved Natural Attack (Bite), Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (Bite), Weapon Focus (Talon)
Skills Acrobatics +14, Fly +10, Perception +15; Racial Modifiers +4 Acrobatics, +4 Perception

SPECIAL ABILITIES

Alpine Draft (Su)

Once every 1d3 rounds as a standard action, a dozmare can beat its wings, sending forth a gust of wind in a 60 ft. line. All creatures within this line take 10d6 wind damage, with a Reflex save (DC 18) for half. Blue mages may learn this ability as a 5th-level spell (Knowledge: Arcana DC 25).

Golden Talons (Ex)

The dozmare can inflict more pain than normal with its talons. It attacks with both talons as a standard action, and if it succeeds at hitting, the damage from each is 1d6+5 x 1.5 for total damage.

ECOLOGY

Environment underground
Organization solitary, pair, or pride (4–10)
Treasure incidental