Large quadrupedal mammal that forms herds around a matriarch. This gentle giant can be found all around the plains. Gentle by nature, the Garula only attacks when provoked.
As a summoned, template, creature, this creature has several changes. Anything noted with [] is what it gains from the template associated with the summoners’ alignment. Divine is always listed first, and Unholy afterwards.
Garula (CR 11)
XP 12,800
N Large Divine / Unholy Animal [(holy/shadow)]
Init +0; Senses [darkvision 60 ft./darkvision 120 ft. and see in darkness], Low-light vision, scent; Perception +15
DEFENSE
AC 22, touch 9, flat-footed 22 (+13 natural, -1 size)
hp 127 (13d8+78)
Fort +15; Ref +8; Will +5
[Defensive Abilities Dark Energy Resistance/Holy Energy Resistance ]
DR 7/-
Resist Ice 10, [holy 20/shadow 20]
[Weakness shadow/holy]
OFFENSE
Speed 40 ft. [50ft]
Melee gore +19 (2d4+10 [+2d6 holy/shadow]), slam +19 (1d6+10 [+2d6 holy/shadow]), 2 stomps +17 (2d4+5 [+2d6 holy/shadow])
Space 10 ft.; Reach 5 ft.
Special Attacks Trample (1d6+15, DC 21), [Sacredness, Radiant Blast/Profane Attacks, Twilight Blast]
STATISTICS
Str 30, Dex 10, Con 20, Int 2, Wis 13, Cha 6
Base Atk +9; CMB +20 (+22 bull rush); CMD 30 (32 vs. bull rush, 34 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Multiattack, Toughness, Weapon Focus (slam), Weapon Focus (stomp), Weapon Focus (gore)
Skills Climb +12, Perception +15
SPECIAL ABILITIES
Impaled Pounce (Ex)
A garula can make a full attack when it makes a charge attack, he also deals double damage with his tusks.
Divine – Dark Energy Resistance (Su)
When a divine creature is struck by an attack using shadow energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the divine creature may make a level check (1d20 + 13) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds, the dark energy attack is canceled out in a bright flash. If the dark energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of holy damage.
Divine – Radiant Blast (Su)
Once per day, a divine creature can increase the radiance of its form and release it in a cone-shaped blast to a range of 60 feet that deals 2d6 points of holy damage and blinds any creature in the area for 1d4+1 rounds. Affected creatures can make a successful Reflex save (DC 21) to halve the damage and avoid being blinded. The save DC is Constitution-based.
Divine – Sacredness (Su)
Each of a divine creature’s melee attacks with a natural or manufactured weapon deal +50% more holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.
Unholy – Holy Energy Resistance (Su)
When an unholy creature is struck by an attack using holy energy or cure spells, the unholy creature may make a level check (1d20 + 13) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds, the holy energy attack is canceled out in a bright flash. If the holy energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of shadow damage.
Unholy – Twilight Blast (Su)
Once per day, an unholy creature can increase the darkness of its form and release it in a line blast to a range of 80 feet that deals 2d6 points of shadow damage and silences any creature in the area for 1d2+1 rounds. Affected creatures can make a successful Reflex save (DC 21) to halve the damage and avoid being silenced. The save DC is Constitution-based.
Unholy – Profane Attacks (Su)
Each of an unholy creature’s melee attacks with a natural or manufactured weapon deal +50% more shadow damage against creatures of good alignment. All of its natural and manufactured weapons are treated as evil-aligned for overcoming damage reduction.