Abakor's+Sheet+2

Abakor's Sheet
Abakor Abakor Stats

Abakor is enormous, but quick. His body is expansive, ending with six long, barbed tentacles, and four massive arms ending in razor sharp claws. He has no eyes, only shallow indentations in the knotted flesh. But he doesn't need them; he can see better than anyone. His back, a twisted terrain of tangled tendrils, and his head is a mass of scattered bone, forming jagged peaks covered by thick skin. His skin is a dark, mottled purplish-green that better blends him into the dark of his lair. Often he will skin his victims, and wear them for blankets. There is a fanged mouth jutting out of his stomach, where he shoves living flesh into, devouring his victims whole.

His lair is in the center of a cobweb design of complex tunnels covered in mid-calf deep muck, warm and wet like a stinking swamp. The whole of it stinks worse than anything else in the known world: the stench of rotting flesh and old blood, the smell of a slave master wallowing in his own filth. There were dozens of drop-offs hidden beneath the muck. They are usually several feet deep, and pull victims into their fetid swampy death.

Abakor speaks nearly ever known language, and prefers to use telepathy to speak.

COMBAT

Abakor is sneaky and sly, and absolutely loves battle. He attacks the most powerful foe first, hoping to eliminate the true threats quickly and then toy with the rest. When ambushing his opponents, he makes excellent use of the combination of multiple attacks and sneak attacks. Abakor strikes his opponents with his barbed tentacles, then grabs and crushes with it's body or drags victims into the hulk of his huge body. Smaller tentacles latch on mercilessly, wrapping themselves around the victim's body and pulling them in. Within the depths of Abakor's belly are several other bodies, living, slowly being digested by the acidic juices.

An opponent can make sunder attempts against Abakor’s tentacles or arms as if they were weapons. Abakor’s tentacles have 20 hit points, and its arms have 10 hit points. If Abakor is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing Abakor's tentacle or arm deals damage to the monster equal to half the limb’s full normal hit points. The severed limbs will grow back in 1d10 rounds.

Abakor will not withdraw from any combat, as he sees himself as legendary, and thus far, undefeatable.


 * Race** - Huge Magical Beast (Underground)
 * CR -** 12
 * Alignment** -NE

Str - 34(+12) Dex - 20(+5) Con - 29(+9) Int - 21(+5) Wis - 20(+5) Cha - 20(+5)**
 * __Abilities and Modifiers__


 * HP = 380** (20d10+180)


 * AC =** **25** (+5 Dex, -4 size, +14 natural, Protective slime 1d8 dmg)

- Melee +23**
 * __Base Attack Bonus__ +11
 * Sneak Attack +2d6
 * - 6 tentacles +23 2d8+12 (x2/19–20) (10' reach)
 * Improved Grab
 * Constrict 2d8+12
 * - 4 arms +23 1d6+12 (5' reach)
 * - Rend - +23 2d6+12
 * - Bite +23 4d6+12


 * - Ranged +16**
 * Jet of Acid 25' 1d8 dmg
 * Stinking Cloud 80 ft (Fort neg)


 * Initiative +5

Speed = 30**

Reflex +12 Will +13**
 * __Saves__**
 * Fort +21


 * __Feats__**
 * - Alertness
 * - Blind-Fight
 * - Combat Expertise
 * - Improved Critical (tentacle)
 * - Improved Initiative
 * - Improved Trip
 * - Iron Will

__**Special Abilities**__ (all including racial and class)
 * - Darkvision 60 ft.
 * - Rend 2d6+12
 * - [|Stinking cloud] 80 ft, Fort neg.
 * - Jet of acid 1d8 dmg at 25 ft
 * - Immunity to poison, fire, and acid
 * - Protective slime 1d8 or Ref 18
 * - Spell resistance 14
 * - Telepathy 100 ft.
 * - Regeneration 3d6 rnds

__**Skills**__


 * **Skill Name** || **key** || **skill=** || **key mod+** || **ranks+** || **misc** ||
 * Appraise || INT || 0 = || 0 || 0 || 0 ||
 * Balance || DEX* || 0 = || 0 || 0 || 0 ||
 * Bluff || CHA || 0 = || 0 || 0 || 0 ||
 * Climb || STR* || 0 = || 0 || 0 || 0 ||
 * Concentration || CON || 0 =21 || 0 || 0 || 0 ||
 * Craft (craft here) || INT || 0 = || 0 || 0 || 0 ||
 * Decipher Script^ || INT || 0 = || 0 || 0 || 0 ||
 * Diplomacy || CHA || 0 =7 || 0 || 0 || 0 ||
 * Disable Device^ || INT || 0 = || 0 || 0 || 0 ||
 * Disguise || CHA || 0 = || 0 || 0 || 0 ||
 * Escape Artist || DEX* || 0 = || 0 || 0 || 0 ||
 * Forgery || INT || 0 = || 0 || 0 || 0 ||
 * Gather Information || CHA || 0 = || 0 || 0 || 0 ||
 * Handle Animal^ || CHA || 0 = || 0 || 0 || 0 ||
 * Heal || WIS || 0 = || 0 || 0 || 0 ||
 * Hide || DEX* || 0 = || 0 || 0 || 0 ||
 * Intimidate || CHA || 0 =16 || 0 || 0 || 0 ||
 * Jump || STR* || 0 = || 0 || 0 || 0 ||
 * Knowledge^ (area here) || INT || 0 =17 || 0 || 0 || 0 ||
 * Listen || WIS || 0 =30 || 0 || 0 || 0 ||
 * Move Silently || DEX* || 0 = || 0 || 0 || 0 ||
 * Open Lock^ || DEX || 0 = || 0 || 0 || 0 ||
 * Perform^ (_) || CHA || 0 = || 0 || 0 || 0 ||
 * Profession^ || WIS || 0 = || 0 || 0 || 0 ||
 * Read/Write^ (language) || N/A || 0 = || 0 || 0 || 0 ||
 * Ride || DEX || 0 = || 0 || 0 || 0 ||
 * Search || INT || 0 =28 || 0 || 0 || 0 ||
 * Sense Motive || WIS || 0 =17 || 0 || 0 || 0 ||
 * Sleight of Hand ^ || DEX* || 0 = || 0 || 0 || 0 ||
 * Speak^ (language) || N/A || 0 = || 0 || 0 || 0 ||
 * Spellcraft^ || INT || 0 = || 0 || 0 || 0 ||
 * Spot || WIS || 0 =30 || 0 || 0 || 0 ||
 * Survival || WIS || 0 =5 || 0 || 0 || 0 ||
 * Swim || STR* || 0 =20 || 0 || 0 || 0 ||
 * Tumble ^ || DEX || 0 = || 0 || 0 || 0 ||
 * Use Magic Device^ || CHA || 0 =16 || 0 || 0 || 0 ||
 * Use Rope || DEX || 0 = || 0 || 0 || 0 ||


 * __Languages__**
 * - All
 * - Telepathy
 * - Jumbled sign


 * __Items__**


 * **On Person** -
 * **Usually Wearing** -
 * Protective Slime
 * Muck
 * Someone's skin as a blanket
 * **Armor** -
 * Protective Slime
 * none
 * **Weapons** -
 * Tentacles
 * Jaws
 * Rending Claws
 * **Currency** - (all buried beneath the mire)
 * GP - millions
 * SP - millions
 * CP - millions
 * **Items** -
 * **Rations** - cages filled with bodies
 * Ingrown metal shards
 * **At Home** -
 * Mire
 * Sink holes
 * Dangling Cages
 * Mire
 * Sink holes
 * Dangling Cages