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Demon, Pengizu

Awkward on land, these are swift and deadly hunters in the waters of the Abyss.

Pengizu CR 11

XP 12,800
CE Large outsider (aquatic, chaotic, demon, evil, extraplanar)
Init -1; Senses scent; Perception +14

 DEFENSE

AC 26, touch 8, flat-footed 26 (-1 Dex, +18 natural, -1 size)
hp 155 (10d10+100)
Fort +17, Ref +6, Will +10
DR 10/cold iron; Immune electricity, poison; Resist acid 10, cold 20, fire 10; SR 24

 OFFENSE

Speed 10 ft, swim 60 ft
Melee bite +18 (4d4+8 plus regurgitate) or slam +18 (2d8+8)
Space 10 ft; Reach 10 ft
Special Attacks Regurgitate
Spell-Like Abilities (CL 10th)

At will—greater teleport (self plus 50 lbs. of objects only), murk & gloom, whirlwind of ice

3/day—cone of cold, solid ice

1/day—blasphemy, summon (level 4, 1 pengizu 35%)

 STATISTICS

Str 27, Dex 9, Con 31, Int 12, Wis 12, Cha 22
BAB +10; CMB +19; CMD 28 (38 grapple or pin)
Feats Cleave, Greater Bull Rush, Improved Bull Rush, Iron Will, Power Attack
Skills Bluff +14, Escape Artist +20, Intimidate +19, Knowledge (planes) +9, Perception +14, Stealth +12, Survival +14, Swim +29; Racial Modifiers +8 Escape Artist, +8 Swim
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ amphibious, feathers of slipperiness, underwater tracking, wave mastery

 SPECIAL ABILITIES

Feathers of Slipperiness (Ex)

The feathers of the pengizu are oily to keep out water and retain warmth. This gives the pengizu +8 racial bonuses to Escape Artist and Swim checks, and +10 racial bonuses to its cold resistance, and to its CMD against grapple and pin combat maneuvers.

Regurgitate (Ex)

The pengizu can regurgitate the contents of its stomach. Once it has regurgitated, it cannot do so again for 1d4 rounds. This foul smelling and acidic mess does 4d4 points of acid damage and causes the victim to be nauseated for 1d4+1 rounds (Fort DC 21 for 1 round). It can regurgitate on a successful bite or, as a standard action, into an adjacent square, making a touch attack to hit whatever occupies the square. Any creature sized Tiny or smaller is considered to have concealment against the clumsy pengizu’s touch attack.

Underwater Tracking (Ex)

As well as being able to use its scent ability to track creatures on land, the pengizu is able to track creatures underwater using scent. Underwater, the pengizu’s scent ability has twice the range as on land.

Wave Mastery (Su)

For up to 10 minutes per age category per day, a pengizu, along with creatures or vessels within 30 feet, can move at twice its normal speed in water.

3rd Party Publisher



This content was created by a third-party publisher for use with the Pathfinder rules.


Copyright 2010 Doug Morrison-Cleary

Notes

The pengizu is the answer to the question, "How does a GM make sphenisciphobia, the fear of penguins, into a flaw that actually counts in a game?" You would need to know my son to realise how serious this question might be.

See my Universes of Imagination site for updates. This version of the pengizu is from Monsters: Demons (monsters-2.a.2010) and has been updated to version 4 (monsters-2.d.2011).