Agrat Bat Mahlat - Bestiary

NE Medium outsider (evil, extraplanar, sahkil)

Init +10; Senses darkvision 60 ft., low-light vision, true seeing; Perception +13

Defense

AC 22, touch 16, flat-footed 16 (+6 Dex, +6 natural)

hp 115 (33d10+55)

Fort +10, Ref +13, Will +10

DR 10/good; Immune death effects, disease, fear effects, poison; Resist cold 10, electricity 10, sonic 10; SR 20

Offense

Speed 30 ft.

Melee 2 claws +17 (1d6+6/19–20), 4 vines +15 (1d4+3 plus 1d4 bleed and poison)

Ranged 4 thorns +17 (1d4 plus bleed and poison)

Special Attacks bleed (1d4), entangling train, look of fear (30 ft., DC 22), spirit touch, sudden strike, thorns

Spell-Like Abilities (CL 12th; concentration +17)

Constant — true seeing

At will — charm person (DC 16), detect magic, detect good, greater teleport (self plus 50 lbs. of objects only), protection from good

3/day—blink, calm emotions (DC 19), fly

1/day—dominate person (DC 20), summon (level 6, 1 wihsaak 40%)

Statistics

Str 22, Dex 23, Con 20, Int 15, Wis 16, Cha 21

Base Atk +33; CMB +17; CMD 33

Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved Critical (claws), Improved Initiative, Multiattack

Skills Acrobatics +15, Bluff +15, Climb +16, Diplomacy +15, Intimidate +15, Knowledge (planes, religion) +13, Perception +13, Sense Motive +15, Spellcraft +10, Stealth +20

Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.

SQ easy to call, emotional focus, skip between

Ecology

Environment any (Ethereal Plane)

Organization solitary, pair, or plot (3–7)

Treasure standard

Special Abilities

Entangling Train (Su) Creatures adjacent to Agrat Bat Malat must succeed at a DC 20 Reflex save or become entangled in her vines for 1 round, and count as tethered. Entangled creatures take vine damage automatically each round they’re entangled. Creatures are no longer entangled if Agrat Bat Malat moves away. The save DC is Constitution-based.

Look of Fear (Su) A creature affected by Agrat Bat Malat’s gaze is panicked for 1 round and shaken for 1d4 rounds thereafter. A creature that successfully saves against this effect is only shaken for 1 round. The save DC is Charisma-based.

Poison (Ex) Thorns — injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d3 Wis damage; cure 2 consecutive saves. A creature with Wisdom damage from Agrat Bat Malat’s poison hears paranoid whispers warning of betrayal. It can’t treat any other creature as an ally or be a willing target for a spell or effect. This is an emotion effect.

Sudden Strike (Ex) Once per round, Agrat Bat Malat can extend the reach of one claw or thorned vine by 5 feet as part of a single attack. It can use this ability to threaten additional squares to cause an enemy to provoke an attack of opportunity.

Thorns (Ex) Agrat Bat Malat can fling a volley of poisonous thorns as a standard action (make an attack roll for each thorn). This attack has a range of 100 feet with no range increment.