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HD 6 - 10

Colfex, Professional

(Medium Animal)

A mature Colfex is a relentless pursuit animal, fast enough to run down fleeing prey and strong enough to turn a grapple into a killing hold.

Hit Dice: 10d8+100 (145 hp)
Initiative: +5
Movement: 40 ft.
Armor Class: 14 (+2 Dex, +2 Natural)
Base Attack/Grapple: +10/+20
Attack: Melee +18 Natural (1d8+10, x3)
Full Attack: Melee +18/+13 Natural
Space/Reach: 5 ft. / 5 ft.
Abilities: Gumption and Endure
Special Qualities: DR 5/-, Natural Armor +2, and +3 inherent to Initiative, Listen, and Spot
Saves: Ego +5, Fort +11, Ref +9, Will +6
Attributes: Str 22, Dex 14, Con 18, Int 3, Wis 16, Cha 14
Skills: Acrobatics +19, Escape Artist +6, Listen +19, Spot +19, and Swim +21
Feats: Weapon Fixation (Natural), Reckless Abandon, Weapon Offensive (Natural), Improved Shove, Improved Trample, Alert, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Grappler, and Interrupting Grapple
Languages: None
Environment: Chaparral, forest, steppes, or settlements where trained
Organization: Solitary, Pair, or Pack (3-20)
Difficulty Level: 7
Possessions: None
Spell/Attack Curve: High Attack, Null, Combat Focus
Definitions: Animal, Resistive Focus (Reflex), and Speedy (+10 ft.)
Animal Companion: These statistics include the Colfex's +2 Strength and +2 Constitution species adjustments for animal companions. Apply the scaling bonuses from Animal Companion separately. Its innate DR increases to 10/- at 12 HD.


Abilities

Gumption (Ex)

Pool: 3 Gumption
Use: 1 Gumption
Action: Immediate
Target: Self

Adds its +4 Constitution modifier to an advanced combat maneuver roll or rerolls a failed Fortitude save.

Endure (Ex)

Use: 1 Gumption
Action: Immediate
Target: Self
Duration: 1, 5, or 10 rounds

Gains DR 40/- for 1 round, DR 12/- for 5 rounds, or DR 4/- for 10 rounds.

Crypt Crawler, Journeyman

(Large Animal)

Simple description

Hit Dice: 6d8+60 (90 hp)
Initiative:
Movement: 30 ft. (6 Squares) 40 ft. burrow
Armor Class: 19 (Size -1,Dex +3, Natural +7)
Base Attack/Grapple: +6/+15
Attack: Melee +13 Claw (1d10+9) and Melee +11 Tail (1d8+9 Venom)
Full Attack: Melee +14/+9 Claws and Melee +11 Tail
Space/Reach: 10 ft. / 5 ft. (10 ft. with stinger)
Abilities: Envenomate
Special Qualities: DR 3/- and Vulnerability (cold)
Saves: Fort +9, Ref +5, Will +4
Attributes: Str 21, Dex 16, Con 18, Int 2, Wis 14, Cha 14
Skills: Intimidate +11, Listen +11, Move Silently +12, and Spot +11
Feats: Primal Attack, Weapon Group Fixation (Natural), Offensive Group Training (Natural), Snatch, Improved Weapon Group Fixation (Natural), Improved Offensive Group Training (Natural), and Pounce
Environment: Underground
Organization: Solitary or Pair
Difficulty Level: 6
Possessions: None QGV 0gp
Spell/Attack Curve: Non-Magic, High Attack, Combat Focus
Definitions: Animal


Abilities

Envenomate

Use: 5 per day
Action: Attack action
Target: Single
Duration: Instant
Saving throw: Fortitude; Fortitude after 1 minute DC: 17

When the Crypt Crawler stings its prey it delivers a numbing venom that deals 3d6 non-lethal damage on a failed save. After 1 minute it will deal another 3d6 non-lethal damage on a failed save.




Griffon, Professional


(Large Animal)

A winged quadrupedal predator with a catlike body, raptorial foreclaws, and a crushing beak. Griffons seize prey from above and convert a successful bite into a grapple.

Hit Dice: 10d8+100 (145 hp)
Initiative: +6
Movement: 40 ft.; fly 80 ft. (Average)
Armor Class: 16 (-1 Size, +3 Dex, +2 Natural, +2 Parry); 18 while Lesser Valour applies
Base Attack/Grapple: +10/+22
Attack: Melee +17 Claws (1d8+10, 19-20/x2) or swift +17 Monstrous Bite (1d8+12, x2)
Full Attack: Melee +17/+12 Claws and swift +17 Monstrous Bite
Space/Reach: 10 ft. / 5 ft.
Abilities: Monstrous Bite and Lesser Valour
Special Qualities: Natural Armor +2, +3 species bonus to Grapple, Ward +3, never flat-footed at the start of combat, and initiates grapples without provoking
Saves: Ego +5, Fort +11, Ref +10, Will +5
Attributes: Str 18, Dex 16, Con 18, Int 3, Wis 14, Cha 14
Skills: Acrobatics +16, Discern Intent +15, Listen +21, Spot +21, and Swim +17
Feats: Weapon Fixation (Natural), Weapon Offensive (Natural), Weapon Defensive (Natural), Alert, Battle Prowess, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Grappler, Interrupting Grapple, and Weapon Mastery (Natural)
Languages: None
Environment: Any open region with high nesting ground
Organization: Solitary, Pair, or Flock (3-12)
Difficulty Level: 9
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal, Ward +3, and Resistive Focus (Reflex)


Abilities

Monstrous Bite (Ex)

The swift bite uses the listed attack and damage. If it deals damage, the Griffon may immediately initiate a grapple without making another touch attack.

Lesser Valour (Ex)

While threatened by two or more foes, gain +2 dodge AC; gain +2 attack against those foes while flanked. Felling a qualifying foe grants 30 temporary hp. Improved Valour also permits an attack of opportunity when Opportunist is used against the Griffon.


Keireth, Professional


(Medium Animal)

A blind, chitin-plated climber that reads scent and vibration through long plumose tendrils. Its turquoise chromatophores dim against wood and stone before it closes to bite and restrain prey.

Hit Dice: 10d8+100 (145 hp)
Initiative: +3
Movement: 40 ft.; climb 40 ft.
Armor Class: 17 (+3 Dex, +3 Natural, +1 Parry)
Base Attack/Grapple: +10/+20
Attack: Melee +18 Natural (1d6+10, 17-20/x2; +1d10 on a critical hit) or swift +18 Monstrous Bite (1d6+13, x2)
Full Attack: Melee +18/+13 Natural and swift +18 Monstrous Bite
Space/Reach: 5 ft. / 5 ft.
Abilities: Gumption and Monstrous Bite
Special Qualities: Natural Armor +3, blindsight, Chromatophores, Nimble +2, and initiates grapples without provoking
Saves: Ego +3, Fort +11, Ref +10, Will +5
Attributes: Str 22, Dex 16, Con 18, Int 3, Wis 14, Cha 10
Skills: Acrobatics +21, Balance +18, Listen +15, Spot +15, and Swim +21
Feats: Weapon Fixation (Natural), Weapon Offensive (Natural), Weapon Defensive (Natural), Grappler, Improved Defensive Fighting, Improved Trip, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Deadly Accuracy (Natural), and Rending Critical (Natural)
Languages: None
Environment: Deep escarpments, wooded ravines, and river valleys
Organization: Pair or Pack (3-6)
Difficulty Level: 9
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal, Resistive Focus (Fortitude), and Nimble +2


Abilities

Gumption (Ex)

2 Gumption. Spend 1 as an immediate action to add +4 to an advanced combat maneuver or reroll a failed Fortitude save.

Chromatophores (Ex)

While motionless against wood or stone, gain +15 circumstance Conceal and may use Conceal without ordinary cover.

Monstrous Bite (Ex)

The swift bite uses the listed attack and damage. If it deals damage, the Keireth may immediately initiate a grapple without making another touch attack.


Salt Elk, Professional


(Large Saline Animal)

An aggressive, scale-covered desert mount armed with antlers, claws, and a sharp beak. Salt-elks gather desiccating energy before trampling through a formation.

Hit Dice: 10d8+90 (135 hp)
Initiative: +4
Movement: 40 ft.
Armor Class: 14 (-1 Size, +1 Dex, +2 Natural, +2 Parry)
Base Attack/Grapple: +10/+16
Attack: Melee +18 Natural (1d8+11 plus 1d6 desiccation, x3); +22 and +3d6 desiccation during Energy Charge
Full Attack: Melee +18/+13 Natural; +22/+17 during Energy Charge
Space/Reach: 10 ft. / 5 ft.
Abilities: Energy Charge and Energy Veil (Desiccation)
Special Qualities: Natural Armor +2, desiccation immunity, cold vulnerability, Saline natural attacks, and Athlete +3
Saves: Ego +5, Fort +10, Ref +4, Will +11
Attributes: Str 21, Dex 12, Con 16, Int 3, Wis 19, Cha 14
Skills: Acrobatics +21, Bushcraft +17, Listen +20, and Spot +20
Feats: Weapon Fixation (Natural), Weapon Defensive (Natural), Weapon Offensive (Natural), Reckless Abandon, Improved Trample, Alert, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Weapon Mastery (Natural), and Improved Shove
Languages: None
Environment: Salt flats, low desert, chaparral, and steppes
Organization: Solitary, Pair, or Family (3-5)
Difficulty Level: 10
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal, Saline, Resistive Focus (Will), and Athlete +3
Animal Companion: Gain +2 Strength and +2 Wisdom before applying the scaling bonuses from Animal Companion.


Abilities

Energy Charge (Desiccation) (Su)

3/day as a free action for 5 rounds. Gain +4 attack and +2d6 desiccation damage on every attack, absorb desiccation damage, and retain cold vulnerability.

Energy Veil (Desiccation) (Su)

2/day as a swift action for 5 rounds. Gain universal Energy Resistance 50, absorb desiccation damage, and deal 2d6 desiccation damage to melee attackers.


Wolf, Professional


(Medium Animal)

A coordinated pack hunter that surrounds prey, creates openings for its allies, and tears into anything left flanked, prone, or otherwise exposed.

Hit Dice: 10d8+90 (135 hp)
Initiative: +8
Movement: 40 ft.
Armor Class: 18 (+5 Dex, +1 Natural, +2 Parry); +2 dodge per allied attacker against the same target
Base Attack/Grapple: +10/+15
Attack: Melee +18 Bite (1d6+11, x2; plus 5d6 Opportunist against disadvantaged foes)
Full Attack: Melee +18/+13 Bite
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Opportunist (+5d6)
Special Qualities: Natural Armor +1, Pack Tactics, and Skulker +3
Saves: Ego +5, Fort +10, Ref +12, Will +5
Attributes: Str 20, Dex 20, Con 16, Int 2, Wis 14, Cha 14
Skills: Acrobatics +18, Balance +18, Listen +18, Move Silently +21, Spot +18, and Swim +18
Feats: Weapon Fixation (Bite), Weapon Defensive (Bite), Weapon Offensive (Bite), Battle Prowess, Improved Flanking, Alert, Improved Weapon Fixation (Bite), Supreme Flanking, Improved Weapon Offensive (Bite), and Weapon Mastery (Bite)
Languages: None
Environment: Forest, hills, plains, and cold wilderness
Organization: Pair or Pack (3-12)
Difficulty Level: 9
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal, Skulker +3, and Resistive Focus (Fortitude)


Abilities

Improved Opportunist (Ex)

Every attack against a flanked, flat-footed, helpless, or otherwise disadvantaged foe deals +5d6 damage of the attack's primary type.

Pack Tactics (Ex)

Gain +2 dodge AC for each ally attacking the same target as the Wolf.