Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Pathfinder

Compendium

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

Thrasfyr

Edit Page Content

The legendary thrasfyr is one of the Tane—a group of powerful monsters created by godlike beings from the primal world of the fey. A thrasfyr without a master prefers to dwell in rugged hilly regions, where it spends most of its time slumbering and dreaming—it is said that all thrasfyrs dream of themselves as graceful and beautiful fey, for legends say that the first thrasfyrs were created from such creatures as a form of punishment.

Special Abilities

Entangling Chains (Su) A thrasfyr can control the six chains that hang from its body as if they were its own limbs. As a standard action, it can cause these chains to snake outward to a radius of 30 feet. All creatures in this area take 10d6 points of slashing damage and become entangled—a DC 20 Reflex save halves the damage and negates the entangled condition. An entangled creature can escape with a DC 20 Reflex save or a DC 30 Escape Artist Check made as a full-round action. The chains can also be sundered (hardness 10, hp 20, Break DC 28). The thrasfyr creates these chains from its own body—destroyed chains regrow in 24 hours. The save DC is Dexterity-based.

Master's Bond (Su) A thrasfyr can form a bond with a willing creature by touching that creature. This allows the thrasfyr to communicate telepathically with the bonded creature with no range restriction (provided the thrasfyr and its master are on the same plane). Both thrasfyr and master can sense the other's condition as if both were under the effect of a Status Spell. A thrasfyr can maintain a bond with only one master at a time.

Planar Acclimation (Ex) A thrasfyr is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the Extraplanar Subtype.

Attributes

AC
32, Touch 9, Flat-footed 31 (+1 Dex, +23 Natural, -2 Size)
Alignment
Ce
Base Atk
+18
CMB
+30
CMD
41 (49 Vs. Trip)
CR
CR 17
Cha
20
Con
31
Creature Type
Magical Beast (Fire)
DR
15/cold Iron And Slashing
Dex
13
Environment
Any
Feats
Critical Focus , Greater Vital Strike , Improved Initiative , Improved Vital Strike , Iron Will , Lightning Reflexes , Power Attack , Staggering Critical , Vital Strike
Fort
+21
HP
279 (18d10+180); Regeneration 15 (Acid Or Cold )
Immune
Fire , Sonic
Init
Ce Huge Magical Beast ( Fire ) +5
Int
5
Languages
Aklo, Sylvan
Melee
2 Bites +26 (2d6+10), 4 Claws +26 (1d8+10), Gore +26 (2d6+10)
Organization
Solitary
Reach
15 Ft.
Ref
+14
Resist
Electricity 30
SQ
Master's Bond, Planar Acclimation
Senses
Darkvision 120 Ft., Low-light Vision, See Invisibility ; Perception +28
Size
Huge
Skills
Climb +18, Perception +28
Space
15 Ft.
Special Attacks
Breath Weapon (80-foot Cone, 20d8 Fire Damage, Reflex Dc 29 Half, Usable Once Every 1d4 Rounds), Entangling Chains, Powerful Charge (Gore, 4d8+24)
Speed
50 Ft., Climb 50 Ft.
Spell Resistance
28
Spell-Like Abilities
(Cl 18th; Concentration +23) Constant— Air Walk , See Invisibility 1/day— Greater Teleport (Self Plus 50 Lbs. Of Objects Only, And Only To A Master's Side)
Str
30
Treasure
Double
Weaknesses
Vulnerable To Cold
Will
+15
Wis
24
XP
102,400
Advertisement Create a free account