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Herald of the Pirate Queen

The skull of a many-fanged sea monster adorns the bow of this ominous pirate vessel, a grim ship made all the more disturbing by its apparent lack of a crew.

Herald of the Pirate Queen
CR 15

XP 51,200
CN Colossal outsider (chaotic, extraplanar, water)
Init +3; Senses darkvision 60 ft., tremorsense 60 ft., keen scent; Perception +23

DEFENSE

AC 30, touch 6, flat-footed 30 (+5 deflection, –1 Dex, +24 natural, –8 size)
hp 297 (18d10+198); fast healing 10
Fort +22, Ref +5, Will +13
DR 10/lawful; Resist acid 30, cold 30, electricity 30, fire 10; SR 26

OFFENSE

Speed swim 60 ft.; rush
Melee 3 incorporeal touch +25 (3d6 plus 3d6 electricity and 3d6 fire)
Ranged telekinesis +21 (varies)
Space 40 ft.; Reach 30 ft.
Special Attacks keelhaul, swallow whole (1d10+7 damage, AC 22, 29 hp)
Spell-Like Abilities (CL 18th; concentration +21)

At willcommune with nature, dancing lights, know direction, telekinesis (DC 18)
3/daycharm person (DC 14), cloudkill (DC 18), control winds, invisibility sphere, major image (DC 16, within its reach only), plane shift (DC 18), seeming (DC 18, other creatures only), teleport, water breathing, widened fog cloud
1/daysummon (level 7, 11–20 draugr 100%)

STATISTICS

Str 40, Dex 8, Con 32, Int 9, Wis 15, Cha 17
Base Atk +18; CMB +41; CMD 55
Feats Combat Casting, Combat Reflexes, Disruptive, Greater Overrun, Improved Initiative, Improved Overrun, Power Attack, Spellbreaker, Stand Still
Skills Knowledge (engineering) +11, Knowledge (nature) +11, Knowledge (planes) +11, Perception +23, Sense Motive +14, Survival +23, Swim +44
Languages Common; telepathy 200 ft.
SQ fighter training, no breath

SPECIAL ABILITIES

Fighter Training (Ex)

The herald counts its Hit Dice as fighter levels for the purpose of qualifying for feats and other abilities.

Keelhaul (Ex)

If the herald hits a creature with two or more incorporeal touch attacks in 1 round, it can perform a reposition combat maneuver as a free action without provoking an attack of opportunity. If the herald moves the target into or through a square adjacent to it (including over or under itself ), the target takes 1d6 points of slashing or bludgeoning damage (herald's choice) for every 5 feet of this movement. If this movement results in the target being underwater, the target must hold its breath or begin to drown. Alternatively, if the herald can reposition the target to the center of its space, it can attempt to force the target into its cargo hold and snap the doors shut, holding the target in place as the swallow whole ability. The herald can hold up to four Medium or smaller creatures or one Large creature with this ability.

Rush (Ex)

Once per minute for 1 round, the herald can move at a swim speed of 150 feet, even downward.

Telekinesis (Su)

The herald makes ranged attacks by telekinetically hurling objects or creatures on its deck as weapons. This ability functions as the spell telekinesis (CL 18th). It can use the ability on objects or creatures of up to 375 pounds, dealing 1d6 points of damage per 25 pounds of the hurled object or creature. If the herald attempts to hurl a creature with this ability, that creature can resist the effect with a successful Will save (DC 18). The save DC is Charisma-based.