Xacarba
This towering, three-tailed, six-eyed beast seems like three rune-backed serpents partially melded together into one body.
Xacarba (CR 15)
Gargantuan Outsider (Chaotic, Evil, Extraplanar)Alignment: Chaotic Evil
Initiative: +9
Senses: Arcane Sight, Darkvision 120 feet, Detect Good, Low-Light Vision, Scent, True Seeing; Perception +29
Speed: 40 feet, Climb 20 feet
Space: 20 feet
Defense
Armor Class: 31, touch 12, flat-footed 25 (+5 Dex, +1 dodge, +19 natural, -4 size)Hit Points: 210 (20d10+100)
Saving Throws: Fort +17, Ref +13, Will +20
Damage Reduction: 10/good
Immunity: electricity, poison
Energy Resistance: acid 10, cold 10, fire 10
Spell Resistance: 26
Offense
Melee: bite +25 (3d8+9 plus poison), 3 tail slaps +20 (2d8+4 plus Grab)Reach: 15 feet
Special Attacks: Constrict (2d6+9), redirect spell
Spell-Like Abilities (CL 18th; Concentration +25):
- Constant- Arcane Sight, Detect Good, True Seeing
- At Will- Detect Thoughts (DC 19), Teleport, Greater (self plus 50 lbs. of objects only), Invisibility, Suggestion (DC 20)
- 3/day- Charm Monster (DC 21), Suggestion, Mass (DC 23), Scrying (DC 21), Symbol of Pain (DC 22), Touch of Idiocy, Vision
- 1/day- summon (level 5, 1 hezrou or 1d4 succubi, 50%)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
29 (+9) | 21 (+5) | 21 (+5) | 26 (+8) | 22 (+6) | 24 (+7) |
CMB +33 (+37 Grapple)
CMD 49 (can't be tripped)
Feats: Combat Reflexes, Dodge, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Lightning Reflexes, Spring Attack, Vital Strike
Skills: Acrobatics +25 (+29 jump), Bluff +30, Climb +17, Diplomacy +27, Disguise +27, Intimidate +27, Knowledge (arcana) +31, Knowledge (any two) +31, Linguistics +28, Perception +29, Sense Motive +29, Spellcraft +31, Stealth +16, Use Magic Device +27
Languages: Abyssal, Common, Draconic; telepathy 100 ft.
Special Qualities: Change Shape (any humanoid as a swift action, but always retains one serpentine trait that negates the bonus to Disguise checks; alter self )
Special Abilities
Poison (Su)
Bite-injury; save Fort DC 25; frequency 1/ round for 6 rounds; effect one chosen by the xacarba from three options; cure 2 consecutive saves. The save DC is Constitution-based. Fiendish Bile: effect 1d4 Str damage (good-aligned creatures also take 2d8 points of damage). Mysterious Blood: effect 1d4 Dex and 1d4 Wis damage plus confusion for 1 round. Vile Disjunction: effect targeted greater dispel magic (CL 18th) on the creature.Redirect Spell (Su)
Any creature that attempts to cast a spell within 30 feet of a xacarba must cast the spell defensively. If the caster fails the concentration check to do so (or if the caster opts to not cast defensively), the xacarba can choose the target of the spell as an immediate action. The new target must be a legal target-if there's no legal alternative target to choose from, this ability cannot be used.Ecology
Environment: Any Land, AbyssOrganization: solitary
Treasure: standard
Fiends hailing from the darkest reaches of the Abyss, xacarbas are manipulation and destruction intertwined. With their infamous ability to redirect spells, these serpentine goliaths wreak havoc on the mind as well as the body, turning allies against one another and reveling in the destruction doing so produces.