SRD:Kapoacinth

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This material is published under the OGL 1.0a.

KAPOACINTH

Kapoacinth
Size/Type: Medium Monstrous Humanoid (Aquatic)
Hit Dice: 4d8+19 (37 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Swim 60 ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Claw +6 melee (1d4+2)
Full Attack: 2 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and gore +4 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Skills: Hide +7*, Listen +4, Spot +4
Feats: Multiattack, Toughness
Environment: Any aquatic
Organization: Solitary, pair, or wing (5–16)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment: +5

Kapoacinth often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain.

Kapoacinth speak Common and Terran.

COMBAT

Kapoacinth either remain still, then suddenly attack, or dive onto their prey.

A kapoacinth’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Freeze (Ex): A kapoacinth can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the kapoacinth is really alive.

Skills: Kapoacinth have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a kapoacinth is concealed against a background of stone.

SEE WIKIPEDIA ENTRY: Gargoyle



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