Exhumed Coraltender

EXHUMED CORALTENDER
CR 13

Male Sahuagin (Lich) Monstrous humanoid 2 / Druid 10

NE Medium undead (aquatic)

Init +7; Senses Blindsense (30 ft.), Darkvision (60 ft.), Perception +31,

Aura Fear Aura (60 ft., DC 19),

DEFENSE
AC 24, touch 16, flat-footed 21 (+3 *Bracers of Armor +3, +3 Dex, +3 deflection, +5 natural, )

hp 142 (2d8)+(10d8)+46

Fort +10, Ref +11, Will +18, +4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants

Defensive Abilities Channel Resistance +4,

DR 15/bludgeoning and magic

Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Electricity, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,

Weaknesses Light Blindness,

OFFENSE
Speed 30 ft. Swim 60 ft., Woodland Stride

Melee claws +14/+14 (1d4+5)

Melee bite +14 (1d6+5)

Melee touch +14 (1d8+6)

Special Attacks Blood Frenzy, Fear Aura (60 ft., DC 19), Paralyzing Touch (DC 19), Spontaneous Casting,

Prepared Spells: Druid (CL 10th):

5th - insect plague (2), stoneskin (DC 23)

4th - bloody claws (2) (DC 22), control water , geyser (DC 22) , touch of slime (DC 22)

3rd - call lightning (DC 21), dispel magic (2) , fungal infestation (DC 21) , resinous skin (DC 21)

2nd - chill metal (DC 20), feast of ashes (DC 20) , flaming sphere (DC 20) , frigid touch (2) , frost fall (DC 20)

1st - frostbite (2), obscuring mist (3) , ray of sickening (DC 19)

0th - create water, flare (DC 18) , resistance (DC 18) , stabilize (DC 18)

STATISTICS
Str 21, Dex 16, Con *, Int 18, Wis 26, Cha 17

Base Atk +9; CMB +14; CMD 30

Feats Combat Casting, Combat Reflexes, Improved Initiative, Improved Natural Attack (Bite (w/o weapon)), Lightning Reflexes, Multiattack, Natural Spell

Skills Acrobatics +15, Appraise +4, Bluff +3, Climb +5, Craft (Untrained) +4, Diplomacy +3, Disguise +3, Escape Artist +3, Fly +3, Heal +23, Intimidate +3, Knowledge (Nature) +21, Perception +31, Perform (Untrained) +3, Ride +3, Sense Motive +31, Spellcraft +19, Stealth +26, Survival +10, Swim +28,

Languages Aquan, Common, Druidic, Sylvan, Speak with Sharks,

Archetypes Shark Shaman,

SQ Blindsense, Darkvision, Druid Domain, Nature Sense, Oceans Subdomain, Orisons, Rejuvenation, Resist Nature's Lure, Shaman Wild Shape, Totemic Summons, Totem Transformation, Trackless Step, Weapon and Armor Proficiency, Wild Empathy, Wild Empathy +13, Wild Shape, Wild Shape, Woodland Stride,

SPECIAL ABILITIES 

Blindsense (Ex)  Range 30 ft.; Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Blood Frenzy (Ex)  Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the following round.

Channel Resistance (Ex)  You are less easily affected by clerics or paladins.

Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Druid Domain  If you choose an animal companion, you must select a shark. If you choose a domain, you must choose from the Animal, Death, War, and Water domains.

Fear Aura (Su)  Creatures of less than 5 HD in a 60- foot radius that look at the lich must succeed on a Will save or become frightened.

Light Blindness (Ex)  You are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell.

Nature Sense (Ex)  You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Oceans Subdomain

Orisons  You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Paralyzing Touch (Su)  Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed.

Rejuvenation (Su)  When a lich is destroyed, its phylactery immediately begins to rebuild the undead spellcaster's body nearby.

Resist Nature's Lure (Ex)  You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.

Speak with Sharks (Su)  A sahuagin can communicate telepathically with sharks to a distance of 150 feet.

Spontaneous Casting  You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Totemic Summons (Su)  You may use summon nature's ally I to summon a stingray (Bestiary 2) and summon nature's ally II to summon a manta ray (Bestiary 2). You may cast summon nature's ally as a standard action when summoning rays and sharks, and summoned rays and sharks gain 10 temporary hit points. This ability otherwise functions as the dragon shaman's totemic summons ability.

Totem Transformation (Su)  You may adopt an aspect of the shark while retaining your normal form. You gain one of the following bonuses: movement (can breathe water, swim speed 30 feet), senses (scent 30 feet, scent 90 feet in water), natural weapons (bite [1d6 for a Medium shaman), or shark skin (+2 natural armor, creatures grappling the shaman take 1 point of slashing damage per round of grapple). While using totem transformation, you may speak normally and can cast speak with animals (fish only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. You can use this ability for 10 minutes per day. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while you are using another polymorph effect, such as wild shape.

Trackless Step (Ex)  You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Weapon and Armor Proficiency  Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Wild Empathy (Ex)  You can use your wild empathy ability with fish as a full-round action with a +4 bonus.

Wild Empathy (Ex)  You can improve the attitude of an animal.

Wild Shape (Su)  Your wild shape ability functions at your druid level - 2. If you take on the form of a shark, you instead use your druid level +2.

Wild Shape (Su)  You can change shape 3 times / day for up to 8 hours You can change into any Diminutive, Tiny, Small, Medium, Large or Huge animal, a Small or Medium elemental, or a Small or Medium plant creature. When changing into an animal, this functions as Beast Shape III When changing into a plant, this functions as Plant Shape I When changing into an elemental, this functions as Elemental Body II

Woodland Stride

Woodland Stride (Ex)  You may move through any sort of magical undergrowth at your normal speed and without taking damage or suffering any other impairment.