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BidaCreature 8


UncommonLEHugeDragon
Source Pathfinder #146: Cult of Cinders
Perception +15 (darkvision, scent (imprecise) 30 feet)
Languages Common, Draconic, Mwangi
Skills Deception +20, Diplomacy +18, Intimidation +18, Society +16, Stealth +16
Str +6, Dex +2, Con +3, Int +4, Wis +3, Cha +6

AC 27; Fort +18; Reflex +15; Will +18; +2 circumstance to all saves to disbelieve illusions
HP 135
Speed 40 feet (climb 20 feet, fly 60 feet)
Immunities paralyzed, sleep
Resistances Acid 10, Poison 10

Jaws One Action +20 (+15, +10) to hit (reach 15) 2d12+9 Piercing
Tail One Action +20 (+15, +10) to hit (reach 15) 2d6+9 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

+2 Circumstance to All Saves to Disbelieve IllusionsConstrict One Action

1d6+6 bludgeoning damage, DC 26 basic fortitude save


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Eight Coils

A bida can Strike with its tail even while Grabbing creatures with it. The bida can have up to eight Medium or smaller creatures grabbed with its tail at a time; it can also grab Large creatures, but they count as four Medium creatures for this purpose.

Mask Settlement (arcane, illusion)

By concentrating for 4 hours, the bida hides a small settlement. This is a 5th-level Hallucinatory Terrain spell, except the area is a 500-foot burst and creatures are invisible while inside structures in the area. The bida can conceal only one settlement at a time, and must concentrate on the effect for 10 minutes at the beginning of each day to maintain the illusion.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Occult Innate Spells (DC 26, +18 to hit)

2nd Level: Humanoid Form
3rd Level: Nondetection


Bidas are black-scaled dragons with long, serpentine bodies and bat-like wings. Their legs and claws are smaller than those of most dragons, but their powerful undulating coils, like those of a boa constrictor, are potent weapons capable of squeezing the life from several unfortunate victims at a time.

A bida uses its impressive intellect and powerful magic to pose as a humanoid and infiltrate a settlement. Over the course of weeks or months, it establishes itself as a key member of the village, and only after it has become invaluable to the community does it reveal the terrible price of its assistance: regular offerings of flesh and gold. From this point on, the bida dwells almost exclusively within its smoggy lair, growing fat off the blood of its sacrificial offerings. To hide its presence from the outside world, a bida conceals its enslaved settlement in a large-scale illusion, leaving only a stand of jungle trees where once a thriving village may have been and ordering the townsfolk to destroy any roads in and out of town.

Bidas begrudgingly tolerate others of their kind, instead preferring the company of their small, tasty thralls. In rare cases, a pair of bidas may join forces to conquer a particularly large settlement, extracting that much more wealth from the populace as a result of their partnership.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.