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Summoned Creature: RaldoA steamy helm covered by a hard shell. Slow-moving, but has high physical defense.

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.

 

Raldo (CR 2)

XP 600
CE Small Divine / Unholy Aberration [(holy/shadow)]
Init -2; Senses Darkvision 60 ft. [-/darkvision 120 ft. and see in darkness], low-light vision; Perception +4

DEFENSE

AC 15, touch 9; flat-footed 15 (-2 dex, +6 natural, +1 size)
hp 28 [39] (3d8+15)
Fort +7, Ref -1, Will +3
Resist Earth 5, [holy 5/shadow 5]; Strong Physical
Weakness Ice, [shadow/holy]

OFFENSE

Speed 20 ft. [30 ft]
Melee 2 Slams +5 (1d4+2 [+1d4 holy/shadow])
Space 5 ft.; Reach 5 ft.
Special Attacks Critical Attack

STATISTICS

Str 14, Dex 7, Con 18, Int 4, Wis 11, Cha 8
Base Atk +2; CMB +3; CMD 11
Feats Great Fortitude, Toughness
Skills Acrobatics +2, Perception +4, Survival +4

SPECIAL ABILITIES

Critical Attack (Ex)

Once every 1d4 rounds as a standard action, the raldo can inflict more pain than normal. If they succeed at hitting with their slam attack, the damage is 1d4+2 plus another 1d4+2 divided by half.