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Summoned Creature: HavocfangLong-whiskered relative of the sabertusk indigenous to Cleigne. The havocfang is easily the most intimidating member of the sabertusk family by nature of its eerie appearance, hostile demeanor, and brute strength, it is said that the sound of its howl can drive a man to madness.

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.

Havocfang (CR 13)

XP 25,600
NE Large Divine / Unholy Magical Beast [(holy/shadow)]
Init +9; Senses Darkvision 60 ft. [-/darkvision 120 ft. and see in darkness], low-light vision, scent; Perception +24
[Aura Sacred Aura/Profane Aura]

DEFENSE

AC 26, touch 14; flat-footed 21 (+5 dex, +12 natural, -1 size)
hp 147 (14d10+70), fast healing 12;
Fort +14, Ref +14, Will +9
DR 7/-
Immune fear, poison, and sap
Resist
Fire 10, Holy 10, [holy 20/shadow 20]
Weakness Ice, [shadow/holy]

OFFENSE

Speed 40 ft. [50ft]
Melee 2 Claws +20 (1d8+7 [+2d6 holy/shadow] plus grab), Gore +21 (2d8+7 [+2d6 holy/shadow] plus trip when charging)
Space 10 ft.; Reach 10 ft. (15 ft. for Gore)
Special Attacks Eerie Howl, Fearful Bay, Powerful Charge, Pounce, Rake (2 claws +20, 1d8+7), Throat-Rip, [Sacredness, Radiant Blast/Profane Attacks, Twilight Blast]

STATISTICS

Str 24, Dex 20, Con 20, Int 5, Wis 20, Cha 8
Base Atk +14; CMB +22 (+26 grapple); CMD 39 (43 vs. trip)
Feats Combat Reflexes, Improved Initiative, Power Attack, Skill Focus (Perception), Stand Still, Steady Engagement, Vital Strike, Weapon Focus (Gore)
Skills Acrobatics +21, Perception +24, Stealth +21, Swim +25; Racial Modifiers +4 Perception, +4 Survival when tracking by scent

SPECIAL ABILITIES

Eerie Howl (Su)

3/day, a havocfang can emit a loud, piercing howl within a 10-ft.-radius. Creatures within the area of effect are inflicted with Disable status (Fortitude save DC 20 to negate) for 1d4 rounds. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).

Fearful Bay (Su)

1/day, a havocfang can emit a howl within a 300-ft.-radius. Creatures within the area of effect are inflicted with Panicked status effect expect for evil outsiders (Will save DC 19 to negate) for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same spell for 24 hours. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).

Pounce (Ex)

An havocfang can make a full attack when it makes a charge attack.

Powerful Charge (Ex)

A havocfang, when it makes a charge attack, he also deals double damage with his gore attack and gains a free action to do a trip combat maneuver. On a failed combat maneuver check, the havocfang is not tripped in return. This ability works only on creatures of a size equal to or smaller than the havocfang.

Throat-Rip (Ex)

As a full-round action, a havocfang can deliver a coup de grace against a helpless opponent. If the victim survives the attack, he must succeed on a Fortitude save (DC 10 + damage dealt) or dies. Opponents killed in this manner cannot be raised, but Arise, Full-Life, or the like can restore the slain creature to life.

Divine – Sacred Aura (Su)

A divine creature emits supernatural light in a 10-foot radius around it. All those within the area of effect take 3d6 holy damage. A divine creature can suppress or resume the use of this ability as a free action.

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 22) 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 – Profane Aura (Su)

An unholy creature emits supernatural darkness in a 10-foot radius around it. All those within the area of effect take 3d6 shadow damage. An unholy creature can suppress or resume the use of this ability as a free action.

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 22) 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.