SaxraAn immense humanoid skeleton stands draped in tattered robes,
its horselike skull lit from within by an eerie red glow.Saxra CR 18Source Bestiary 5 pg. 220 XP 153,600 NE Huge undead (air) Init +7; Senses darkvision 60 ft.; Perception +33DefenseAC 33, touch 15, flat-footed 26 (+7 Dex, +18 natural, –2 size) hp 300 (24d8+192) Fort +16, Ref +17, Will +20 Defensive Abilities channel resistance +4; DR 15/bludgeoning; Immune cold, undead traitsOffenseSpeed 40 ft., fly 80 ft. (good) Melee bite +29 (2d6+13/19–20 plus 2d6 negative energy and
energy drain), 2 claws +29 (1d10+13/19–20 plus 2d6 negative
energy and energy drain) Space 15 ft., Reach 15 ft. Special Attacks bone swarm, energy drain (2 levels, DC 30),
spawn skeleton, splintered ground Spell-Like Abilities (CL 20th; concentration +28) Constant—deathwatch, true seeing
At will—call spirit (only creatures slain by the saxra, DC 21), desecrate, enervation, gust of wind (DC 20)
3/day—finger of death (DC 25), horrid wilting (DC 26), telekinesis (DC 23), unholy blight (DC 22)
1/day—legend loreStatisticsStr 36, Dex 25, Con —, Int 13, Wis 23, Cha 26 Base Atk +18; CMB +33; CMD 56 Feats Combat Reflexes, Critical Focus, Defensive Combat Training, Exhausting Critical, Greater Vital
Strike, Improved Critical
(bite), Improved Critical
(claw), Improved Vital
Strike, Lightning Reflexes, Power Attack, Tiring Critical, Vital Strike Skills Bluff +20, Diplomacy +10, Fly +19,
Intimidate +35, Knowledge (religion)
+17, Perception +33, Sense Motive +21,
Stealth +26 Languages Auran, CommonEcologyEnvironment any mountains Organization solitary (plus spawn) Treasure noneSpecial AbilitiesBone Swarm (Su) Any creature that
ends its turn within 5 feet of a saxra takes 5d6 points of
slashing damage and 5d6 points of negative energy damage
from the whirling cloud of bone shards that surrounds it.
Before the bone swarm deals damage, it attempts a caster
level check to dispel any death ward effects on the target
(as per a CL 20 dispel magic spell).
Spawn Skeleton (Su) Any creature that dies within 60 feet
of a saxra must succeed at a DC 30 Will save or rise as a
skeleton (or skeletal champion if it has an Intelligence score
of 3 or more) in 1d4 rounds. Creatures raised as skeletons
are overcome with the desire to slay living creatures, but the
saxra has no control over them. The save DC is Charisma-based.
Splintered Ground (Su) As a standard action, a saxra can cause
splintered bones to erupt from all terrain (except worked
stone or open water) in a 100-foot radius. Any creature
moving across this area takes 2d6 points of piercing damage
and 2d6 points of negative energy damage for every 5 feet
of movement, and must succeed at a DC 30 Reflex save
or have its land speed reduced by half for 10 minutes.
The bones remain and continue to deal damage
indefinitely unless someone removes them
manually (taking 10 minutes of work for each
5-foot square) or the saxra uses this ability
again. The save DC is Charisma-based.DescriptionThis undead spirit of bones and wind
makes its home high atop remote
mountains. Legends claim that a
saxra can call forth amazing
insights from latent memories
stored in the very bones that make
up its form.
A saxra towers over 20 feet tall
and weighs 2 tons.
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