A strange monster made from an amalgamation of various bones. The bathin is feared by adventurers as it is believed to pick the bones of those who exhibit physical prowess, such as warriors and monks, and steals the knowledge from those who dabble in the arts of magic and summoning. As long as there are bones for the bathin to pick from, it is able to regenerate itself, even when its limbs are crushed, so the only way to defeat it is to destroy its skull that is acting as a receptacle for the knowledge it steals.
Bathin (CR 15)
XP 51,200
NE Huge Undead
Init +4; Senses Darkvision 60 ft.; Perception +17
Aura Frightful Presence (60 ft., DC 28)
DEFENSE
AC 26, touch 8, flat-footed 26 (+18 natural, -2 size)
hp 262 [350] (25d8+150), fast healing 20;
Fort +13, Ref +9, Will +16
Defensive Abilities Channel Resistance +8; DR 15/bludgeoning and good; Immune Undead traits; Resist Ice 15, Earth 25;
Weakness Holy
Tactics
During Combat
OFFENSE
Speed 50 ft.
Melee Bite +28 (2d6+12), Sting +29 (2d6+12 plus zombify), Claw +28 (1d8+12/18-20), 2 Wings +26 (1d8+6)
Ranged 4 Moldy Ribs +16 (1d8+6 plus zombify) [60 feet]
Space 15 ft.; Reach 10 ft. (15 ft. Sting)
Special Attacks Ashen Blight, Bone Slash, Constrict (4d6+12, uses it’s stinger), Crypt Dust, Death Cutter, Sharpened Claw, Zombify (1d4 rounds, Fort DC 26; Uses Wisdom Mod)
STATISTICS
Str 34, Dex 10, Con -, Int 6, Wis 18, Cha 22
Base Atk +18; CMB +32 (+34 grapple); CMD 42
Feats Ability Focus (Constrict), Cleave, Devastating Strike, Final Embrace, Final Embrace Horror, Final Embrace Master, Great Cleave, Improve Initiative, Lightning Reflexes, Multiattack, Power Attack, Vital Strike, Weapon Focus (Sting)
Skill Climb +21, Intimidate +18, Perception +17, Stealth +8
Languages Abyssal
SPECIAL ABILITIES
Ashen Blight (Su)
7/day, a bathin creates ash to erupt around it’s foes. All enemies within 30 feet of the bathin suffer the effects of Blindga. (Will save DC 28) Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
Bone Slash (Ex)
Once every 1d2+1 rounds as a swift action, a bathin can choose to focus it’s energy and attack with it’s sting and claw. The damage increases it’s sting to 3d6+24/18-20 and it’s claw to 2d8+24/16-20 damage each and it inflicts it during that round.
Crypt Dust (Su)
4/day, a bathin throws dust upon it’s foe within 15 feet away to inflict zombie status effect for 12 rounds. A bathin must make a range touch attack (+16), if successful, the opponent must make a Fortitude save (DC 28) to negate the zombie affect. Blue mages may learn this ability as a 5th level spell (Knowledge: Religion DC 25).
Death Cutter (Su)
Once every 1d4 rounds, the bathin can make a a single melee attack as a standard action. If it hits, the target takes the damage of the attack and must make a Fortitude save (DC 28) or be inflicted with the Doom status (as the countdown spell, not the doom spell). Blue mages may learn this ability as a 6th-level spell (Knowledge: Religion DC 27).
Sharpened Claw (Ex)
Bathin has a really sharp claw that increases it’s claw’s critical range by 2.