Squorrus | CR 10 |
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XP 9,600
CE Small outsider (corruption, extraplanar)
Init +12; Senses darkvision 120 ft.; Perception +4
Aura of Fear 30 ft. (DC 20 Will save)
DEFENSE
AC 23, touch 19, flat-footed 15 (+8 Dex, +4 natural, +1 size)
hp 108 (9d10+63)
Fort +13; Ref +14; Will -1
DR 5/silver; Immune corruption, poison, acid
OFFENSE
Speed 60 ft., burrow 30 ft., swim 30 ft.
Melee bite +19 (1d6+5), 2 claws +13 (1d4+2), and 6 tentacles +13 (1d3+2)
Space 5 ft.; Reach 5 ft. (10 ft. reach with tentacles)
TACTICS
Before Combat: A squorrus growls and bears its fangs, hoping its aura of fear makes the enemies cower before it strikes.
During Combat: The squorrus fights to the death.
STATISTICS
Str 20, Dex 26, Con 24, Int 10, Wis 2, Cha 22
Base Atk +9; CMB +14 (+20 on grapple); CMD 22
Feats Weapon Finesse, Improved Natural Weapon (Bite), Improved Initiative, Weapon Focus (Bite)
Skills Intimidate +15, Perception +4, Stealth +21, Acrobatics +17, Sense Motive +4, Bluff +15
Languages Kendarin
SQ Aura of Fear, Insanity
SPECIAL ABILITIES
Aura of Fear (Ex)
Enemies within 30 ft. of the Squorrus must make a Will save DC 20 (10 + 1/2 HD + Charisma modifier) or be frightened for as long as they stay in the aura. If they pass the saving throw, they are immune to this effect for 24 hours.
Insanity
Due to the squorrus' insane mind, it cannot distinguish allies (unless its allies are other squorri) and attacks anyone when in combat, even its owner if it is a pet. As an improved familiar it recognizes its owner as an ally, but not any of the owner's allies.