Advertisement Create a free account

Pathfinder

Compendium

Type to search for a spell, item, class — anything!

Chernobue

Edit Page Content

The chernobue is a living manifestation of the vile fecundity of the Abyss—a monstrous, alien pregnancy made flesh. By infecting creatures with the Abyssal taint they carry, they spread pain and misfortune wherever they flop and writhe—and with their Plane Shift ability, they are ready to spread their filth throughout the multiverse. A chernobue is 13 feet long and weighs 500 pounds.

Special Abilities

Aura of Misfortune (Su) A chernobue radiates an aura of Evil Malaise to a radius of 30 feet. All Lawful Or Good Creatures in this area take a 1 Penalty on attack rolls and weapon Damage rolls. Lawful Good Creatures take a 3 Penalty and upon first entering the aura must make a DC 20 Fortitude save or be sickened for as long as they remain in the area. This ability is Charisma-based.

Horrific Appearance (Su) Creatures that succumb to a chernobue's horrific appearance become paralyzed with disgust for 2d6 rounds; a paralyzed Creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it.

Light Vulnerability (Ex) A chernobue within an area of bright light takes 1 point of Constitution Damage per minute it remains in the area.

Poison (Su) Bite—injury; Save Fort DC 23; Frequency 1/round for 6 rounds; Effect 1d2 Con drain; Cure 1 save. The thick, orange Poison Injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the Poison (by making a save, being targeted with an effect like Neutralize Poison , or enduring the full Duration of the Poison ), the orange fluid bursts from the victim's body, causing 1d6 Charisma Damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save. The save DC is Constitution-based.

Attributes

AC
27, Touch 13, Flat-footed 23 (+4 Dex, +14 Natural, 1 Size)
Alignment
Ce
Aura
Misfortune (30 Ft.)
Base Atk
+12
CMB
+21
CMD
35 (39 Vs. Trip)
CR
CR 12
Cha
19
Con
24
Creature Type
Outsider (Chaotic, Evil, Extraplanar, Qlippoth)
DR
10/lawful
Dex
18
Environment
Any (The Abyss)
Feats
Blind-fight , Improved Critical (Slam), Lightning Reflexes , Power Attack , Quicken Spell-like Ability ( Darkness ), Vital Strike
Fort
+15
HP
150 (12d10+84)
Immune
Cold , Poison , Mind-affecting Effects
Init
Ce Large Outsider ( Chaotic , Evil , Extraplanar , Qlippoth ) +4
Int
13
Languages
Abyssal; Telepathy 100 Ft.
Melee
2 Slams +19 (1d6+8/19-20 Plus 1 Con Damage), Bite +19 (2d6+8 Plus Poison ), 2 Tentacles +14 (1d6+4)
Organization
Solitary, Pair, Or Gang (3-6)
Reach
5 Ft. (10 Ft. With Slams And Tentacles)
Ref
+10
Resist
Acid 10, Electricity 10, Fire 10
Senses
Darkvision 60 Ft., Scent ; Perception +18
Size
Large
Skills
Acrobatics +19 (+23 Jump), Escape Artist +19, Intimidate +19, Knowledge (Planes) +16, Perception +18, Sense Motive +18, Stealth +15
Space
10 Ft.
Special Attacks
Horrific Appearance (Dc 20)
Speed
40 Ft.
Spell Resistance
23
Spell-Like Abilities
(Cl 12th; Concentration +16) Constant— Air Walk, Arcane Sight At Will— Chaos Hammer (Dc 18), Darkness 3/day— Confusion (Dc 18), Quickened Darkness , Dispel Magic , Protection From Law 1/day— Plane Shift (Dc 21)
Str
26
Treasure
Standard
Weaknesses
Light Vulnerability
Will
+11
Wis
17
XP
19,200
Advertisement Create a free account