Buccaneer's Bane

Buccaneer's Bane                                                                 CR 27

XP 327680


 * A Medium Aberration (Shapechanger)

Init +12; Senses True Seeing, See in Darkness, Darkvision 60ft; Perception +50

DEFENSE
AC 46, touch 19, flat-footed 37 (+8 Dex, +1 dodge, +27 natural)

hp 705 (30d8+570)

Fort +30, Ref +20, Will +36

Defensive Abilities Evasion, Uncanny Dodge

DR 40/Cold Iron Immunities Mind-Affecting, Ability Damage, Death Effect, Negative Level, Sneak Attack, Electricity

OFFENSE
Speed 20 ft.

Melee 2 slams +44 (1d4+21/19-20,x2 plus Paralysis)

Druid spells prepared: (CL 20, Concentration +37)

9th-(DC 36) Storm of Vengance, Shambler(2), Elemental Swarm(3), Shapechange

8th-(DC 35) Repel Metal or Stone, Animal Shapes, Summon Nature's Ally VIII, Mass Cure Serious Wounds(2), Sunburst, Reverse Gravity

7th-(DC 34) True Seeing, Changestaff, Summon Nature's Ally VII(2), Creeping Doom(2), Sunbeam

6th-(DC 33) Move Earth, Wall of Stone, Find the Path, Ironwood, Mass Bear's Endurance, Mass Owl's Wisdom, Summon Nature's Ally IV

5th-(DC 32) Animal Growth(2), Baleful Polymorph, Death Ward, Hallow, Control Winds, Call Lighting Storm, Atonement

4th-(DC 31) Control Water(2), Summon Nature's Ally IV, Air Walk, Repel Vermin(2), Scrying, Flame Strike

3rd-(DC 30) Meld into Stone, Neutralize Poison, Water Breathing, Remove Disease, Daylight, Plant Growth, Quench, Dimimish Plants

2nd-(DC 29) Summon Nature's Ally II, Hold Animal, Warp Wood(2), Resist Energy, Cat's Grace(2), Lesser Restoration

1st-(DC 28) Cure Light Wounds, Goodberry, Shillelagh, Charm Animals, Detect Animals or Plants, Calm Animals, Jump, Entangle, Longstrider

0th-(DC 27) Create Water, Stabilize(3)

Special Attacks Grab (slam), Constrict (1d4+21), Paralysis (2d6 rounds, DC 25)

STATISTICS
Str 53, Dex 26, Con 46, Int 10, Wis 44, Cha 10

Base Atk +22; CMB +43 (+47 grapple); CMD 61

Feats Diehard, Dodge, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Natural Armor, Iron Will, Lightning Reflexes, Lunge, Mobility, Multiattack, Power Attack, Skill Focus (Stealth), Toughness, Weapon Focus (slam)

Skills: Bluff +33, Disguise +30, Perception +50, Stealth +41

Languages Common

SQ Aberration Traits, Amorphous Anatomy, Freedom of Movement, Hide in Plain Sight

SPECIAL ABILITIES
Change Shape (Su)

A Buccaneer's Bane has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as up to a level 12 polymorph spell (the type of which matches the form it can change into), but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely.

Grab (Ex)

If a Buccaneer's Bane hits with its slam attack(s), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size Medium or smaller.

The Buccaneer's Bane has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Constrict (Ex)

Buccaneer's Bane can crush an opponent, dealing 1d4+21 bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).

Paralyze (Su)

When a Buccaneer's Bane hits a target with its slam attack(s), the victim is rendered immobile for 2d6 rounds. The target is allowed a DC 25 fortitude save to negate the paralysis effect. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. The save DC is charisma-based.

Evasion (Ex)

A Buccaneer's Bane can avoid even magical and unusual attacks with great agility. If a Buccaneer's Bane makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the Buccaneer's Bane is wearing light armor or no armor. A helpless Buccaneer's  Bane does not gain the benefit of evasion.

Uncanny Dodge (Ex)

A Buccaneer's Bane has the ability to react to danger before it's senses would normally allow it to do so. A Buccaneer's Bane cannot be caught flat-footed, nor does it lose it's Dex bonus to AC if the attacker is invisible. It still loses it's Dexterity bonus to Armor Class if immobilized. A Buccaneer's Bane with this ability can still lose it's Dexterity bonus to Armor Class if an opponent successfully uses the feint action against it.

Aberration Traits

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.

-Darkvision 60 feet.

-Aberrations breathe, eat, and sleep.

Amorphous Anatomy (Ex)

A Buccaneer's Bane's vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the Buccaneer's Bane is a willing target). A Buccaneer's Bane automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.

Freedom of Movement (Su)

A Buccaneer's Bane has continuous 'Freedom of Movement', as the spell.

Hide in Plain Sight (Ex)

A Buccaneer's  Bane can use the Stealth skill to hide even while being observed.

See in Darkness (Su)

A Buccaneer's Bane can see perfectly in darkness of any kind, even that created by a 'Deeper Darkness' spell.