Large Outsider (Chatoic, Good) |
Hit Dice: | 8d8+32 (77 hp) |
Initiative: | -2 |
Speed: | 0 (10 ft need basis only) |
Armor Class: | 17 (-1 size, -2 Dex, +10 natural) |
Base Attack/Grapple: | 0 |
Attack: | 0 |
Full Attack: | 2 tentacles +10 melee, 4 arms +8 melee, beakmouth +8 melee |
Space/Reach: | 5 ft by 10 ft/ 5 ft |
Special Attacks: | Constrict, Improved Grab |
Special Qualities: | Cautibuli Qualities |
Saves: | Fort +10, Ref +4, Will +8 |
Abilities: | Str 17, Dex 7, Con 19, Int 10, Wis 15, Cha 10 |
Skills: | Heal +11, Intimidate +11, Intuit Direction +11, Listen +13, Search +11, Spot +13 |
Feats: | Improved Critical (Tentacle), Multiattack |
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Environment: | Oceanus |
Organization: | Solitary, Company (3-6) or Community |
Challenge Rating: | 7 |
Treasure: | Standard |
Alignment: | Chaotic Good |
Advancement: | 9-12 HD (Large); 13-24 HD (Huge) |
Level Adjustment: | 0 |
Defender Cautibuli are rather large, with shells measuring some 15 feet across, and are notable in that much of their head is covered in plating almost as hard as their shells. Defenders act as Guardians for the Cautibuli community, usually stationing their shells at the entrance points of the Coral Town or Burrow (or in the case of Spyranium, all along the length of the Enormous shell). They will only let non-Cautibuli pass when given the approval of the appropriate higher-ups; these will often be the Inquisitives, who have the most to lose from rogues and raids stealing their valuable items/inventions from their lairs. One weakness of Defenders is thier occasional isolation; since they are guarding certain areas for long periods of time and often without much communication, they can occasionally be outwitted by a friendly passerby who engages them in conversation which leads to them revealing an important bit of information.
CombatImproved Grab (Ex): Used with a hit from the Tentacles.Constrict (Ex): A Defender Cautibuli deals automatic arm or tentacle damage with a successful grapple check against Medium or smaller creatures.Stubborn Defense (Ex): When a Defender is reduced to a third of his hit points (25), it will move directly in front of the entrance and chemically harden its shell. This reduces flexibility to the point where the Defender can only attack every other round, but adds +10 to its AC (28). This hardening process creates a warning scent that quickly drifts through the waters to alert the community at large.Amphibious (Ex): Cautibuli can survive out of water for 1 hour per two points of Constitution. Camouflage (Ex): The skin and shell of the Cautibuli are covered with small chromataphors that allow them to change color to match their surroundings in lit areas, so as to better hide or hunt. Damage Reduction (Su): All Cautibuli have Damage Reduction of 5/silver. Darkvision (Ex): Natives to the depths of Oceanus, all Cautibuli possess a form of Darkvision with a 100-foot range, detailing the Ocean in black and white. Cautibuli see normally when provided with a light source, whether natural, magical or put forth by their body luminescence. Immunities (Ex): Cautibuli are immune to electricity, paralysis, and poison. Jet (Ex): Cautibuli can jet backwards once every 5 rounds as a double move action, at a speed of 400 ft for most (100 ft for Defenders, 1000 ft for Spies). Resistances: Cautibuli have cold and fire resistance 10 Spell Resistance (Ex): Cautibuli possess an SR 10 Telepathy: Cautibuli have a limited form of Telepathy which they can use among themselves or to give simple directives to befriended creatures of the sea. Spies and Inquisitives may additionally communicate with sentient races not of Oceanus. Cautibuli also have a complex and formal visual language that includes arm/limb movements and coloration changes.
Habitat/SocietyDragon Turtles trying to dig out small colonies for a quick morsel is a common problem--Defenders will entrench themselves to the best of their ability and let the Warriors and others harrass the big beasts from behind to try and discourage the assault.0
EcologyNone